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-
- IMPERIUM REX v2.10 - DOCUMENTATION (February, 1995)
- ---------------------------------------------------
- Copyright (c) 1989-1995 Brainstorm Software
-
-
- 0. PRELIMINARIES
-
- Concept development, programming, and testing by Glenn Robins.
- Concept development, testing, and story writing by Jens Winslow.
- All documentation (this manual and on-line help) written by Glenn Robins.
-
- This is FREEWARE: You may freely distribute this program so long as it is
- distributed in its entirety and is unaltered. Please read LICENSE.TXT
- before continuing.
-
- If there are any questions or comments, please address them via e-mail to:
- ROBINS@QUCDNTRI.EE.QUEENSU.CA
- If your mail is returned as undeliverable, or if you have not received a
- response, please try
- AA606@FREENET.TORONTO.ON.CA
-
- If this game is interesting to you, it would be wise to register by sending
- a brief e-mail message to me. I may then be able to notify you if problems
- are found, or if a new version is released. There is nothing else involved
- with registration, and you are not obligated to pay or do anything! I am
- only encouraging registration so that I may have an idea of how many people
- are playing the game, so I know whether or not it is worth continuing with
- this project (to which I contributed 6 years of part-time effort so far).
- FYI, approximately 30 people are known thus far to have tried this game at
- one point or another, to my knowledge. I hope this is only because a
- select few decided to register.
-
- The following two FTP sites have accepted v1.01 for archiving:
- archive.umich.edu:/msdos/games/strategy/rex101.zip,
- ftp.funet.fi:/pub/msdos/games/strategy/rex101.zip.
- The following FTP site has accepted v2.00 for archiving:
- ftp.funet.fi:/pub/msdos/games/strategy/rex200.zip.
- For some reason, umich has not accepted the update. I will try them again
- for v2.10. I will also upload this game to:
- wuarchive.wustl.edu:/pub/msdos_uploads/games, as rex210.zip, but uploads to
- this site are purged after roughly 4-6 weeks I believe.
-
- You may also wish to FINGER me at robins@qucdntri.ee.queensu.ca in the event
- my plan file has anything interesting to say about the game, or anything
- else. I will also try to follow the COMP.SYS.IBM.PC.GAMES.STRATEGIC
- newsgroup (which I have failed to do lately), if anyone tries to contact me
- that way. I don't know how much longer I will have the QUCDNTRI account,
- but will try to forward my mail automatically when I obtain another one, or
- to the FREENET account.
-
- This game will cost you NOTHING to play, except time. Be warned that
- depending on the setup, it could take months until the state of the game
- reaches a point where someone, or everyone resigns. It is NOT a game that
- can be completed during a lunch hour (well, unless you don't know what
- you're doing).
-
- The rest of this manual has not changed from v2.00 to v2.10.
-
-
- TABLE OF CONTENTS
-
- 1. HARDWARE REQUIREMENTS
- 2. INSTALLATION - GETTING STARTED
- 3. GAME DESCRIPTION AND OBJECTIVES
- 3.1 STANDARD ORDER OF EVENTS
- 4. BUILDING AND PLAYING GAMES
- 4.1 BUILDING A GAME
- 4.2 TYPICAL START TO A GAME / PLAYING TIPS
- 4.3 REMOTE PLAY PROVISION AND PASSWORDS
- 5. USER INTERFACE CONVENTIONS
- 5.1 FILE SELECTION MODE
- 5.2 KEYBOARD INPUT MODE VS. MOUSE INPUT MODE
- 6. ON-LINE HELP
- 7. GENERAL INFORMATION ON OBJECTS
- 8. NAMING OBJECTS
- 9. OBJECT SPECIFICATION TABLE
- 10. DETAILED OBJECT DESCRIPTIONS
- 11. TRANSPORT TABLE
- 12. OBJECT SPECIAL-ATTRIBUTE TABLE
- 13. MAP DISPLAY DESCRIPTION
- 14. MAP FEATURE OBJECTS
- 15. GRAPHICAL WORLD MAP VIEWS
- 16. MOVE MODE
- 17. RAIL TRANSPORT (SCHEDULES AND MDT)
- 17.1 RT SCHEDULE (RTS)
- 17.2 MINIMUM DISTANCE TRACKING (MDT) ALGORITHM
- 18. GAME PARAMETER TABLE
- 19. PLAYER MESSAGES
- 20. TECHNICAL INFORMATION
- 20.1 WORLD MAP SAVE FORMAT
- 21. FUTURE POSSIBILITIES / CLOSING COMMENTS
-
-
-
- 1. HARDWARE REQUIREMENTS
-
- - Any 80x86 processor will do (there is no processor-specific
- optimization), although a 386 or above would be nice for faster
- reaction times for screen painting, on-line help retrieval, etc.
-
- - As inferred by the above, no math co-processor is required, nor
- would it be used anyway since no floating point arithmetic is done!
-
- - At least 500K of DOS RAM is required (maybe a little bit more).
- Upper memory is not accessed (i.e. no extended or expanded memory is
- required).
-
- - Sound cards are not supported - just the PC speaker is used.
-
- - VGA is required (just regular VGA with 512K of video memory - no
- fancy stuff). Most of the interface is based on an alternate-
- character-font text mode. 320x200x256 graphics mode is also used.
-
- - If you don't have a colour monitor by now, get one! (In other
- words, a colour display is mandatory).
-
- - The program should be installed on the hard drive for faster access.
- Space requirements are minimal for the program itself (around 1000K),
- but game files are around 232K each.
-
- - A MOUSE is STRONGLY recommended, although not required. If there
- are any problems with mouse cursor movement or anything else, it may
- be that your mouse driver is too old. I am using a Dyna-Mouse driver,
- version 9.06. Only the 2 buttons are used (for those of you with 3-
- button 'mice').
-
- - I believe there is no restriction on the DOS version (assuming you
- have version 2 or above (!)).
-
- It is suggested that you do not run this program under Microsoft
- Windows, or any other multi-tasking OS. It will most likely work
- without significant problems, but you may find that sound delays are
- too long or short - each time you begin the editor or player, a delay-
- loop counter is set based on the system clock and is compared to a
- reference count acquired on my machine, which will account for machine
- speed differences; with a multi-tasking environment hooked onto the
- timer tick interrupt and doing funny things in the background, this
- could produce a misrepresentative delay-loop count. Perhaps there is
- a better way to produce sound, but I haven't looked into it much -
- it's not really important in this game anyway. However if the sound
- delays are not as they should be it could become irritating. In any
- case, the sound can be turned off in the game player.
-
-
-
- 2. INSTALLATION - GETTING STARTED
-
- The following are all the files that should be included in
- distribution:
-
- REX .EXE - Game player
- REX .HDX - On-line help index for game player
- REX .HLP - On-line help for game player
- REX .DOC - Off-line program documentation (what you're reading)
- REXEDIT .EXE - Game Manager/Editor
- REXEDIT .HDX - On-line help index for game editor
- REXEDIT .HLP - On-line help for game editor
- LICENSE .TXT - Software license agreement
- CITNAMES.REX - Neutral Player city names
- WINNING .REX - NP messages sent to players if doing well
- LOSING .REX - NP messages sent to players if losing
- CHARFONT.REX - Character font
- DATAFILE.EXE - Creates text file from data files (DATAFILE.TXT)
- AWORLD .MAP - Sample world map (by Jens Winslow)
- JUSTLAND.MAP - The above map without extra surface types
- SWORLD .MAP - Small sample world map (by Jens Winslow)
- IWORLD .MAP - Sample map with scattered islands (by Jens Winslow)
- RWORLD .MAP - Map suitable for 2-plr region game (by Glenn Robins)
- REVISION.TXT - Revision history
- OBJSPECS.REX - Object specifications data file
- GAMEPARM.REX - Game parameter data file
- IMPORT .EXE - Program to import v1.0 or v1.01 data files
- GAMEINFO.EXE - Provides summary information for a specified game
- PRACTICE. - Practice game (one-player)
- PRACTICE.TXT - Description of practice game
- MAPEDIT .EXE - Map editor
- MAPEDIT .VML - Graphics library
- MAPEDIT .BML - Graphics library
- MAPEDIT .FNT - Character font
- MAPEDIT .DOC - Program documentation for map editor
-
-
- The following additional file is created when you run the game editor:
-
- OPTIONS .REX - Game player sound option memory
-
-
- The first thing you should do when you obtain the distribution copy is
- to make sure that the above options file is NOT present - if it is
- present, this means you have acquired a used copy. Otherwise, run the
- Game Editor (REXEDIT) which will not only create this file needed to
- run the Game Player, but it will also perform an integrity check of
- all distribution files (except CITNAMES.REX, WINNING.REX, LOSING.REX,
- OBJSPECS.REX, GAMEPARM.REX). However, don't let these checks give you
- a false sense of security - it is always possible that someone hacked
- around with the files and redistributed them. Also note that
- CITNAMES.REX, WINNING.REX, and LOSING.REX are exceptions to the
- License Agreement LICENSE.TXT, as they are meant to be modified by the
- user at will. If the integrity check fails due to one or more corrupt
- files, the Game Editor will not run. Since the integrity check was
- performed because the options file was missing, the Game Player will
- not run either. You must obtain an original distribution copy in this
- case. Please remember that the sample maps are checked as well so
- make sure you do not make any changes to them (or if you do, save them
- under different names).
-
- It is recommended that you keep a copy of the original files somewhere
- else, in case one or more of the working copy files are accidentally
- altered.
-
- The Game Manager/Editor is used to create/edit world maps, to build
- new games, and to edit the object specification and game parameter
- tables. The Game Player is used solely to play a current game.
-
- The Map Editor program is an enhanced world map editor which can be
- used in place of the one built into the Game Editor. For more
- information, read the manual for this program - MAPEDIT.DOC.
-
- The Datafile program creates a formatted text file with information
- contained in the game parameter table and the object specification
- table. It is this text file, <DATAFILE.TXT>, that should be printed
- so that a hard-copy reference is available while playing the game.
- You will be asked for the particular data entry to extract to file
- from either or both of the data files.
-
- The Gameinfo program will provide some general information about the
- specified game file, such as a list of players, playing time, turn
- number, current player, etc. Note that the estimated playing time
- that is shown here and in the General Report of the Game Player will
- wrap around to 0 if it exceeds 255 hours and 59 minutes. I suppose
- that if you have been playing the game this long, you won't care
- anymore.
-
- If you add the command-line parameter '?' after any of the programs
- provided (REX, REXEDIT, GAMEINFO, DATAFILE, IMPORT, or MAPEDIT), it
- will present you with a list of command-line parameters that can be
- used. A parameter for REX and REXEDIT that should be mentioned here
- is '/m', which will tell you how much memory is left once the program
- is loaded. This indicates how close you are to not being able to run
- the program, which is of special consideration if you are planning on
- adding more TSR's or whatever.
-
- It is mandatory that you read and understand the Software License
- Agreement <LICENSE.TXT> before using this software.
-
-
-
- 3. GAME DESCRIPTION AND OBJECTIVES
-
- This is basically a world domination game: Your goal is to take over
- and rule all of civilization (for the good of the people). Strategy,
- tactics, and logistics all play a role in the success of your empire.
- You will start by ruling one city and having ownership of just a few
- objects. Then, you will seek out the establishments of your opponents
- and forcefully persuade them to follow your cause (since there is no
- time to reason with them). However, the largest and most powerful of
- your prey are an alliance that stands for freedom and independent
- rule, and resists change with all their might: the Neutral Player
- (NP). The actual introductory story is presented to you as you begin
- a new game - the one presented here is an extremely abbreviated
- version.
-
- There is a minimum of 1 and a maximum of 3 human players, and always
- one Neutral Player that is played by the computer. Playing with only
- one human is considered to be a practice game, as there is no threat
- by a human opponent, and more importantly, the introductory story will
- be inconsistent! It is a good idea to play a practice game for a
- while individually, to get a good feel for the game before engaging in
- a real contest.
-
- A player is officially out of the game when all objects are destroyed
- and all cities lost. It may be more often that a game is declared
- over when all but one player resigns.
-
- Player 1 is always WHITE in foreground colour (but not necessarily
- good); Player 2 is always BLACK (but not necessarily evil); Player 3
- is always YELLOW (but not necessarily cowardly); and Player 4 (NP) is
- always RED (no comment). Colours cannot be chosen at will - players
- are activated in sequence from 1 to 3 (i.e. Player 3 can not be chosen
- for an individual in a two-player game).
-
- A key to your growth and development is the exploitation of resources.
- There are three types: Grain, Mineral, and Oil (see MAP FEATURE
- OBJECTS). Cities and Settlements may collect these resources each
- turn if they are scanned and in collection range. Cities can produce
- objects that constitute your offensive and defensive forces. However,
- to produce any object costs resources and MegaCredits (1 MC is a
- million credits, where a credit is the standard global currency).
- MegaCredits are obtained mostly from tax revenue (proportional to your
- total tech-level) and profit from transactions on the global market.
-
- There are three categories for the application of technology: Terra-
- Tech (non-aquatic terrain-based objects), Aero-Tech (objects in
- flight), and Hydro-Tech (aquatic-based objects). Moreover, there are
- five levels of technology for each category (1 is the most primitive,
- and 5 is the most advanced). Cities, over time, may advance tech-
- levels in each tech-type if sufficient funds are invested in the
- city's intellectual growth.
-
- There are different surface types which affect the performance of
- objects in different ways. These surfaces are: LAND, WATER,
- MOUNTAINS, SWAMP, and JUNGLE. There are also infrastructure types
- that may be built on some of these surfaces, which are: RAIL, ROAD,
- and CANAL.
-
- The global market is a virtual economy in which the exchange of
- resource units takes place. If transactions are made carefully, you
- may make a lot of money. It is also a secondary source for resources
- if your own pool is low in a particular resource type (if you have the
- money to spend).
-
- It is important that you read the entire manual before playing.
- Writing this manual has been an interesting exercise in collating
- information - whether or not it deserves a passing grade is up to you.
- It is however my best effort given time constraints.
-
- This manual and the on-line help are complementary - it is important
- that you also read the on-line help for every new situation while
- playing the game, and while exploring the game editor. It is the on-
- line help that is devoted to explaining game details and user input
- options as you play. The purpose of this off-line documentation is to
- provide an overview and to define all terms referred to in the game,
- as well as being a reference.
-
- 3.1 STANDARD ORDER OF EVENTS
-
- A couple of terms need to be defined: A ROUND is that which a
- player uses to give orders and move objects; A TURN is a
- collection of rounds - one round for each player. Rounds are not
- simultaneous events - they occur consecutively in game time for
- each player, in order of player number. The Neutral Player is
- always the last player to move in the turn. It is only in the
- very beginning that a player may be advantaged by this - during
- normal play, the advancement of turns is relatively transparent
- since rounds are continually cycled in the same order. For a
- human player, the normal sequence of events in a round is as
- follows:
-
- - Player messages are read
- - The global market status is examined (checked for change)
- - Objects that run out of fuel are destroyed or fueled up
- - Damage report is presented
- - Destruction of owned feature object(s) is made known
- - The age of enemy objects is incremented
- - Satellites are moved and scanned for
- - Resources are collected
- - City production is updated, repairs are made
- - Movement points are set for objects
- - Cities may attack in-range enemy objects
- - <Player activity>
- - Market transactions are performed at end of round
-
- I hope this gives an appreciation of the complexity of this game!
-
-
-
- 4. BUILDING AND PLAYING GAMES
-
- 4.1 BUILDING A GAME
-
- Before a game can be built, a world map must be chosen. There
- are some sample maps provided, each having a different
- arrangement that depends on the type of game you want to play,
- and the number of players. It may take some fun out of playing
- if you already know the layout of the world, but so far no decent
- random map generation algorithm has been found or developed. In
- any case, it will probably take a few games before you have the
- maps memorized. If you are unhappy with the provided maps, you
- can create your own using MAPEDIT, or by using the editor
- provided with REXEDIT.
-
- Once you know which map you will use, run REXEDIT and then LOAD
- the particular world map into memory (via map editor functions).
- If you have been playing around in here before, and the map in
- memory has been used, then clear it first. That is because
- LOADing a map into memory will not clear everything such as
- object positions (if a game has been loaded previously).
-
- Once the map is loaded, you will have to decide which set of game
- parameters and object specifications to use for this particular
- game. You may want to browse the data tables, especially the
- game parameter tables which contain parameters used during the
- process of building a game such as number of cities to place,
- scattering factors, number of resources to place, etc. You will
- find that the number of island, coastal, and inland cities will
- depend on the type of world map you are planning on using.
-
- Choose the build game option from the main menu, where you are
- asked to enter the names of the players. From now on, always
- check the on-line help for every new option you are asked to
- select - especially for the pooled resources and regions options.
-
- If you chose a non-region game, you will be asked for the
- filename. If you cancel at this point, the game built will be
- lost and you must start over. If you chose a region game, you
- will be thrown into the editor where you will have to save it on
- your own.
-
-
- 4.2 TYPICAL START TO A GAME / PLAYING TIPS
-
- If you play a normal non-region game (you'll know what that is
- when you read the on-line help when building a game), you will
- automatically be given a Fuel Depot, and a Hover-Scout. These
- are the two most important and useful objects that you can have
- as you start, since you are now able to locate resource deposits.
- It is possible that more resources might surround your HQ (other
- than the four that are deliberately placed there) since the
- immediate area has not been scanned by a Hover-Scout. Scouting
- your immediate surroundings is also a good idea, to make sure
- there isn't a city just outside your city scan range (or some
- other nasty surprise). Knowing the surrounding terrain early in
- the game will enable you to quickly determine your strengths and
- vulnerabilities with respect to your own location, and such
- knowledge may dictate what type of objects you should focus your
- production on. Make sure that your scout moves along the map
- diagonally, forming a triangular or diamond-shaped search pattern
- - this is the most fuel-efficient scheme for patrolling the
- maximum area.
-
- If you happen to find a Neutral city near you, concentrate on a
- quick but dedicated effort to take it. The longer you wait
- taking a city, the more difficult it will be to take it, and the
- more potential production time will be lost. Do not send an
- object on a lost cause - they are very valuable in the beginning.
- If you intend on taking a city, make sure it is taken in one
- combined assault - attacking in bits and pieces will cost you
- more time and resources than it will cost the city to repair
- itself. You will discover the proper balance with experience, as
- with all causes. Make sure that before you attack, you click on
- the city in TACTICAL when its age stat is 0 to know what the tech-
- levels are for that city (immediately after scanning it). This
- way, you will know what kind of objects it can produce, and the
- maximum number of guards it can sustain which determines its
- damage potential, and maximum hit points.
-
- It is also a good idea to produce guards early on - it is
- something that can be easily forgotten until it's too late.
-
- Try to take coastal cities so that you can build destroyers or
- submarines. This will give you an edge for defense and offense.
- Keep in mind that the computer will build these too, so you need
- to be ready for them anyway. Concentrate on a strong defense
- once you take a city - make one or two photon cannons and build
- up the guards (very important). When you take a city, you may
- expect things thrown at you continually so you need the defense.
- The spreading and quantity of the cities affects the game
- considerably. If there are many cities close by, you can expect
- a continual (or even continuous) onslaught. To alleviate this,
- you may want to ensure the cities are sufficiently spread apart
- (base this on fuel range of objects the NP can produce); you can
- also change the max. age of an NP city to something a bit lower,
- so that they start out less developed (lower tech-levels). Try
- making a lot of gun boats and armies - they are hard to hit and
- having the quantity will distract the NP and give it more things
- to shoot at, prolonging the battle so you may move in or produce
- reinforcements; it's surprising how effective a large force of
- not-so-powerful objects can be. You may even choose to sacrifice
- some hover-scouts, which can make all the difference.
-
- It may sound like you need to produce a lot of objects which will
- cost more resources than you have; it really depends on how lucky
- your setup is in terms of resource allocation. It is advisable
- that you play a couple of games with POOLED RESOURCES first,
- which will solve many of your infrastructure problems. Pooled
- resources will allow any of your cities to have instantaneous and
- unlimited access to all resources in your HQ, so there is no need
- to transport resources. This is also VERY convenient for when
- you take a new city that isn't self-sufficient (being able to
- collect one or more of each and every resource type). It will
- otherwise take a long time to establish a proper defense by way
- of production, if you first have to ship resources to the city.
- If you are not playing pooled resources, you should plan on
- shipping the required resources to the city you are about to
- take, possibly having them already loaded onto a transport and
- waiting outside the battle zone around the city. This brings up
- another important point: you really ought to resource-scout the
- collection area of a city you are hoping to take. Knowing the
- resources it will collect when and if you take it, is vital
- information - it may even lead to a decision of not wanting the
- city. If you discover it is self-sufficient, you will want to
- invest all you can to take it. You may question the tactics of
- flying a hover-scout all around an enemy city - the point is to
- do it carefully without being spotted or shot at, which may
- require fuel and patience, both of which you may find lacking!
-
- Aero-porters loaded with photon cannons are handy - fly near a
- city and unload one or two of them just outside the city's attack
- range (the guard's AR) and cover them with a couple of aero-
- fighters (or even a destroyer if possible). I know it takes time
- to produce these, but there's no real hurry to go out and pound
- the NP - as long as you can keep up your defenses, you should be
- OK. You'll never be able to charge and take all the cities
- before the NP can make a Battle Cruiser, so stop trying (if you
- are, that is). By the way, make sure you produce at least one
- submarine and keep it handy in case of an encounter with a battle
- cruiser. The NP isn't smart enough to escort a battle cruiser
- with a destroyer or submarine, unless it happens by coincidence,
- so you're submarine can pound on it without being spotted until
- it decides to go home for repairs. A human player, however, may
- not be so careless as to let its battle cruiser sail away without
- such protection.
-
-
- 4.3 REMOTE PLAY PROVISION AND PASSWORDS
-
- The remote play provision is a feature that allows you to save
- and quit the game in-between player rounds, so that the game file
- may be transferred to another location and played at a later
- time. If the game file is transferred by modem or by e-mail, it
- may be wise to compress the file first, using your favorite
- compression program. Playing by e-mail will most likely require
- a UUEncoder and UUDecoder so that the file may be sent as ascii
- text, unless your mailer allows you to attach binary files. This
- remote play provision mode may be turned on or off in the Game
- Options window during a player's turn. It is a good idea at the
- beginning of a game to get together with all the players and
- spend a day playing on the same computer (with this mode off of
- course) so that the length of the turns will become longer for
- when you play remotely. By the way, the Neutral Player will do
- its turn immediately after the last human player in the turn ends
- his/her round, and the game will save and quit when the NP
- finishes.
-
- There is no reason to be concerned with regard to playing the
- same game on different computers with their own installations of
- Imperium Rex - all the necessary information for purposes of
- consistency are stored in the one game file. Having different
- sets of specifications stored to OBJSPECS.REX or GAMEPARM.REX
- will have no effect as all this information has been copied to
- the game file for independent access during the game building
- process; and having different NP message files (WINNING.REX,
- LOSING.REX) only implies that the randomly chosen messages that
- the NP sends people may be different. Changing the game sound
- option is a local effect, and is not stored with the game file.
-
- The passwords feature may only be turned on or off in the Game
- Editor (in the main edit menu after selecting the game to edit).
- When turned on, it will ask each player for a password which is
- necessary to type each time that player's round begins. It is
- also required that all players type their passwords before anyone
- is able to edit the game. Passwords may be changed from within
- the Game Options window during a player's round. The passwords
- option may of course only be turned off when editing the game,
- which requires everyone's passwords - it is therefore very
- important that no one forgets their password. It is also
- important that any player who resigns the game either surrender
- his or her password to everyone else, or at least clear it by
- changing it to nothing (just hit ENTER for a password);
- otherwise, the remaining people in the game will not be able to
- turn the passwords off if they need to (or edit something).
- These passwords are of course stored in the game file in an
- encrypted form.
-
-
-
- 5. USER INTERFACE CONVENTIONS
-
- This section describes all the user input terms used in all the
- documentation (including on-line help), and some general tips on
- getting used to the input interface.
-
- "<LB>", "CLICK [ON]", "SELECT":
- These terms refer to the LEFT MOUSE BUTTON, if using a mouse, or
- the following keys if in keyboard mode: ENTER/RETURN,
- INSERT/INS.
-
- "<RB>", "CANCEL":
- These terms refer to the RIGHT MOUSE BUTTON, if using a mouse, or
- the following keys if in keyboard mode: ESCAPE/ESC, DELETE/DEL.
-
- For all item selection input modes, where a list of items is presented
- and a status and button line appears at the bottom of the list, the
- following inputs are accepted:
- KEYBOARD:
- UP and DOWN ARROW keys - to move the selection bar through
- the list one item at a time,
- PGUP and PGDN keys - to move the selection bar up or down
- the list a page at a time,
- ENTER/RETURN - to select the highlighted item, or
- ESCAPE/ESC - to leave the list (cancel).
- MOUSE:
- Clicking on one of...
- The arrow pointing left (second button from left) is the UP
- key,
- The arrow pointing right (third button from left) is the
- DOWN key,
- The larger arrow '<' pointing left (first button) is the
- PGUP key,
- The larger arrow '>' pointing right (last button) is the
- PGDN key,
- or Clicking on an item in the list (doesn't have to be
- highlighted) will select that item,
- or Clicking <RB> (CANCEL) will leave the list.
-
- For menu items, which may be vertically or horizontally arranged, the
- following inputs are accepted:
- KEYBOARD:
- UP or LEFT arrow keys - to move the menu bar up or left,
- DOWN or RIGHT arrow keys - to move the menu bar down or
- right,
- TAB key - to cyclically move the menu bar down or right,
- ENTER/RETURN or INSERT/INS keys - to select the menu item,
- or
- ESCAPE/ESC or DELETE/DEL - to cancel or leave.
- MOUSE:
- Click on a menu item to select it, or
- CANCEL (right button).
-
-
- All other input modes are directly sensitive to where you click on the
- screen. It is a good idea to use the on-line help to be familiar with
- all input options for each input context. Generally, CANCEL will move
- up a level of input or abort an operation. Also, if in MOUSE input
- mode, keyboard commands will normally not respond in these other input
- modes (which are non-item-selection-oriented).
-
- 5.1 FILE SELECTION MODE
-
- A special mention of file selection is warranted here, although
- it wasn't supposed to be complicated, but could be if not
- careful.
-
- The same file selection window/user-interface is used for all
- file operations. The current, default directory appears on the
- top line; an input box appears on the left-hand side of the
- window; and a list interface appears on the right. The list
- interface is always the first to be active whenever the window is
- opened - this means that all input commands are intercepted by
- the file selection interface. Therefore, you may not just click
- on the input box on the left to enter in a filename manually. To
- do this, you must use CANCEL to exit the list interface and bring
- you to the manual input box. Once you are in this manual input
- box, you cannot directly move back to the list interface - to do
- this, you will have to CANCEL, which will bring you to the
- options on the bottom where you can CANCEL again (in which case
- you will need to re-select the option that brought you here), or
- select OK (in which case it is most probable that an error will
- occur which upon acknowledgement will bring you back to the list
- interface).
-
- Read the on-line help when you get to this window! It may take
- some playing around before you get completely used to it. It
- wasn't meant to be this difficult - it is really a programming
- problem where multiple input-types wasn't really anticipated for.
- Sorry!
-
- Another thing to mention is that directory/drive selection has
- been omitted to discourage file access and storage in places
- other than the program directory, and for simplicity. There is a
- requirement that the program directory be current at all times
- during program execution, so that the necessary files can be
- accessed transparently. However, you may still provide a full
- pathname for loading and saving files in the input box.
-
-
- 5.2 KEYBOARD INPUT MODE VS. MOUSE INPUT MODE
-
- If KEYBOARD input mode is enabled using the command line switch
- '/k', all MOUSE controls are disabled. This should only be used
- if you do not have a mouse, and/or the auto-detection of the
- presence of a mouse driver is incorrect, or if for some reason
- calling the mouse driver will interfere with something else. It
- is strongly recommended however to use MOUSE input mode whenever
- possible. One particular instance where '/k' must be used is if
- you are running either the game editor or player in a DOS Window
- (under Windows). As mentioned previously, it is also strongly
- recommended that you do not run this program under Windows.
-
- In KEYBOARD MODE, special keys have been designated to emulate
- the mouse. Whenever you are in an input mode that is sensitive
- to clicking at a particular screen location (other than option-
- selection-oriented input modes), the following keys will be
- checked:
- UP, DOWN, LEFT, RIGHT ARROW keys:
- Moves the 'mouse' cursor around the screen.
- INSERT/INS or ENTER/RETURN:
- Same function as LEFT MOUSE BUTTON (Select).
- DELETE/DEL or ESCAPE/ESC:
- Same function as RIGHT MOUSE BUTTON (Cancel).
-
- In MOVE MODE (only in KEYBOARD MODE) when asking for movement
- orders, the special purpose buttons in the status/control box can
- be selected by pressing the corresponding letter on the keyboard,
- such as 'S' for STANDBY. Although this may be a convenient
- feature, it is not available in MOUSE mode (sorry!).
-
-
-
- 6. ON-LINE HELP
-
- This help feature is context-sensitive. It can be invoked at any time
- by clicking the '?' button at the extreme bottom-right corner. This
- will open a window and present a brief description pertinent to the
- particular context that you are in. There is always only one page
- presented for any context. To acknowledge the help (leave the
- window), you can click anywhere or cancel anywhere except directly on
- the '?' button (an exception is placed in the code to prevent
- recursive calls to the help procedure).
-
- If in MOUSE mode, you may not use the keyboard controls to exit help.
- If in KEYBOARD input mode, on-line help is not accessible in all
- option-selection-oriented input contexts (due to the fact that the
- mouse cursor is not maneuverable under these conditions to select the
- '?' button).
-
- If there is no help for a particular context, the help based on the
- higher-level context is presented. This should not happen often -
- except for cases where the context is so obvious that no extra help is
- warranted, or for other cases where I just missed out on entering a
- help description for. If you happen to find a context for which no
- help is available and believe that some more information would be
- helpful, please let me know.
-
-
-
- 7. GENERAL INFORMATION ON OBJECTS
-
- An object is any independent entity that can move or be moved so as to
- appear on the map (including cities and settlements, which strictly
- speaking do not fall under this criteria). All objects are owned by a
- particular player. There is a hard-coded maximum of 300 objects that
- can be owned by any one player. It is impossible to exceed this
- boundary, unless there is a bug in the code. From time to time, you
- should check how many objects you own by reading the General Status
- Report, Page 1. If you have at least 280 objects, an option in the
- Orders menu is available to Disband an object. You are not allowed to
- disband cities or non-empty transports, or objects that are inside
- cities or are loaded. You are not permitted to create any new objects
- if the resulting total will be at least 290 - this includes resource
- containers! (This gives a safety margin of 10 in the event that there
- may be a bug). If, for whatever reason, you end up with more than 300
- objects (or have an object with object number 300), save your game
- right away under a different name, and let me know! Otherwise, the
- results could be catastrophic. (Honestly though, it shouldn't happen
- - but who knows?)
-
- Keep in mind that this restriction also applies to the Neutral Player,
- and that all its cities are included in the object count.
-
- The following are the types of orders that can be given to an object:
-
- MOVING/MOVE TO LOCATION (x,y)
- This is an order to move to a specific location (given in
- MOVE MODE). This order cannot be given if the selected
- location to move to is outside the object's fuel range.
- STANDBY
- Do not ask for orders any more. The object will do nothing
- except scan once a turn. For objects that can crash if they
- run out of fuel over water, this order is cleared if the
- amount of fuel is 5 or less units, to warn you of the
- potentially life-threatening situation.
- WAIT
- Do not ask for orders this turn only. It will ask again
- next turn.
- FOLLOW
- By clicking on one of your own objects in MOVE MODE, the
- object will follow the selected object. If the selected
- object is a city, settlement, or transport, it will attempt
- to move inside once it arrives. This order is sometimes
- referred to as GOING HOME (for cities and settlements).
- LOADED
- This means that the object is loaded onto a transport.
-
- In all cases except LOADED, if the object scans an enemy, its orders
- are cleared. Cleared orders, or NO ORDERS, means that it awaits
- orders, and will probably ask you for orders in MOVE MODE if it still
- has movement points. If you leave an object in this state, it will
- still scan once a turn.
-
-
-
- 8. NAMING OBJECTS
-
- All of your objects can be given a name, which may have up to 19
- printable characters.
-
- A name may be entered for an object in two ways. One way is in MOVE
- MODE, where clicking in the name field (second line on the left) for
- an object that is asking for movement orders will edit its name; names
- cannot be edited in this way for all other objects, such as cities and
- settlements. Another way is in TACTICAL MODE, where clicking in the
- name field before selecting an object will enter NAMING MODE. This is
- a TACTICAL "SUB-MODE" where by selecting a location where one or more
- objects reside will cycle through each object there and ask if you
- want to change its name. You know you are in NAMING MODE when "Select
- Object..." appears in the name field in TACTICAL. To exit this mode,
- click in the name field to return to TACTICAL; or CANCEL to exit
- TACTICAL MODE entirely.
-
- Neutral cities are named automatically as they are placed on the map.
- These names are taken from the file <CITNAMES.REX>, in sequence from
- the first one in the file, down to however many are needed. If you
- wish to add your own names, insert them at the top of the file using
- any text editor and they will be chosen first as cities are placed.
- When inserting your own names, make sure they are not longer than 19
- characters long (or if they are longer, they will be truncated
- anyway). Make sure there are no blank lines in the file. If there
- are not enough names in the file for all the cities to be placed, the
- remaining cities will have blank names.
-
-
-
- 9. OBJECT SPECIFICATION TABLE
-
- This table is displayed in the game editor. All object specifications
- are stored in a file (OBJSPECS.REX) which is common to all games that
- are played. If this file is missing for some reason, the game editor
- will create a new one with default settings once invoked. Although
- specifications can be changed if desired, it is not recommended to
- change too many of them at any one time. It took years of playing
- experience (as the game was developed) to decide on a set of
- reasonably optimum parameters such that there is a proper balance. A
- balance in power of objects is essential for fair playing, and to the
- effectiveness of all objects in the table. If you change some
- specifications but wish to restore the original values, rename or
- delete the current OBJSPECS.REX file and run the game editor.
-
- To edit this table, just click on the number to change; or click on
- the surface type to toggle "survivability"; or click on a tech-type to
- change it.
-
- Listed below are the specifications and their meaning.
-
- HI
- This is the number of HIt points the object has if fully
- repaired. If this number drops to 0 for whatever reason, the
- object is destroyed. During attack, one damage point inflicted
- is one hit point lost.
- DP
- This is the Damage Potential of an object. If attacking, this is
- the number of times the object may fire on the enemy. If you are
- lucky, you may hit every time thus delivering a maximum of 'DP'
- points of damage.
- FR
- This is the Fuel Range of an object. If fully fueled, you may
- travel a maximum distance of FR units. It always costs one fuel
- unit to move from any location (except for some non-movement-
- associated objects). This value can have an alternate meaning in
- some instances which are explained in the object descriptions
- section.
- PT
- This is the Production Time in turns required to make an object
- in a city.
- WT
- This is the WeighT of an object (in weight units) if it is
- transportable, or the carrying capacity (in weight units) if it
- is a transport. It may also have other meanings in some
- instances which are explained in the object descriptions section.
- G, M, O
- These are the Grain, Mineral, and Oil resource units required to
- build the object.
- MC (The symbol that looks like an M inside a C)
- This is the amount of MegaCredits it costs to build the object.
-
- The following specifications are dependent on the surface type where
- the object resides.
-
- PBH
- This is the Probability of Being Hit by another object that is
- firing at you.
- POH
- This is the Probability Of Hitting an enemy object if firing at
- it.
- AR
- This is the Attack Range of the object in distance units. An AR
- of 1 will allow the object to only attack another object that is
- immediately adjacent.
- SP
- This is (indirectly) the SPeed of the object. It has special
- meaning for the LAND surface type. SP (LAND) is the number of
- movement points (MPs) assigned to an object at the beginning of
- the turn. All other SP entries are the number of MPs it costs to
- move FROM the corresponding surface. It always costs 1 MP to
- move from LAND. There are some exceptions to these rules for
- RAIL and ROAD. Road is treated as LAND only for movement (it
- will only cost 1 MP for any object to move from road, without
- regard to surface type). The exceptions for rail pertain to the
- Rail Transport (RT) and the Rail Constructor. Objects of speed 0
- are termed "non-movement-associated" which means they cannot move
- on their own accord - their movement is restricted so they can
- only be unloaded, loaded, moved into a city/settlement directly
- adjacent, or moved out of a city/settlement to a directly
- adjacent empty surface. They are not capable of moving from its
- own location (outside) to another empty surface.
- SR
- This is the Scan Range of the object in distance units. Enemy
- objects that move within your SR, or are in your SR when you
- move, will have a chance of being scanned. If an object is
- scanned, its AGE STAT will be set to 0 (displayed beside the
- enemy object) - this is explained in the section on object stats
- (map view).
- POS
- This is the Probability Of Scanning an enemy object. If a
- scanning check is done due to movement, this is a factor in
- deciding if you scan the enemy.
- PBS
- This is the Probability of Being Scanned by an enemy object. If
- a scanning check is done due to movement, this is a factor in
- deciding if the enemy scans you.
-
- For each firing attempt, the probability of an object being hit is the
- product of POH of the attacking object and PBH of the object being
- attacked (well, actually, it's POH*PBH/100). The same applies to POS
- and PBS with respect to scanning. A scan takes place after each
- movement of one distance unit for all objects to check if you see an
- enemy, and to check if an enemy sees you. (A standard uniform random
- number generator is used).
-
- If a surface type for an object is highlighted in blue, then the
- object may move to this surface.
-
- The tech-type of the object is the one highlighted in blue. The tech-
- level of the object is underneath the tech-types, and may range from 1
- to 5 (from primitive to the most advanced).
-
- Of course, the symbol to the left of the object name is the standard
- tactical symbol for that object.
-
-
-
- 10. DETAILED OBJECT DESCRIPTIONS
-
- (There is no logical order to the following list, except for the most part
- being in the order of conception.)
-
- ARMY UNIT
- An army is a group of soldiers, with light artillery. Producing an
- army involves standard training of militia or civilians (whoever is
- "available") that are present in the city. Population in cities or
- the morale of the people is not an issue in this game.
-
- There are no special exceptions in the specification table.
-
- CITY
- This is an establishment that is reasonably permanent, used to sustain
- your population, and produce and repair objects. A city can be taken
- over by an enemy but such an act will bring the city down to tech-
- level 1 for all tech-types. There is no restriction on the number of
- times a city can change owners. A city may only be destroyed by a
- CITY DEVASTATOR.
-
- Objects are repaired by a city whenever they are left inside at the
- end of the turn; they are put into STANDBY at this time and orders are
- cleared when repairs are complete. The number of objects repaired
- each turn is not restricted - they all gain one hit point per turn.
- Repairs may be ceased and the object used at any time by clearing its
- orders and moving it outside the city.
-
- Resources that are within a radius of 3 units will be collected by the
- city at the beginning of your round, so long as they have been scanned
- (are actually visible on your map). There is a collection and
- processing fee of 1 MC per unit of resources. There is no way to
- prevent collection and thus prevent the payment of these funds once
- resources are scanned in the vicinity - if you run out of MCs,
- resource collection will then halt. It is expected of the leader of
- the city to provide employment to the people if such work is
- available. They will not allow you to prevent the exploitation of
- resources if they are indeed accessible. Of course, they will not
- work for free if you happen to run out of MCs!
-
- If a resource deposit is in collection range of more than one
- city/settlement, it will be collected only by the city/settlement that
- has the lowest object number.
-
- There is no limit to the number of objects that can exist inside the
- city, but if the city were to be taken over, all of your objects
- inside will be instantly destroyed. Objects inside cities cannot
- attack, or participate in the city's defense in any way.
-
- Cities are able to spot submarines and satellites (within scan range
- of course).
-
- If at the beginning of your round, a city has spotted one or more
- enemy objects within attack range of your guard(s), you will be
- alerted and will be given the opportunity to attack them (see GUARD).
-
- The maximum number of guards sustainable in a city is HI + (guards per
- TL * (highest TL of city-1)).
-
- The following specs are redundant: DP, FR, PT, WT, G, M, O, MC, PBH,
- POH, AR, SP.
-
- SETTLEMENT
- This is a colonization of a small area, primarily for the purposes of
- collecting and processing resources. They are volunteers who seek
- profit from the exploitation of any surrounding resources (in a radius
- of 3 units). However, an agreement is established before-hand, that
- if you choose to suspend their operation, you will still accommodate
- the needs of the colony for survival. In return for your services and
- the generous payments you make for the collection of resources, they
- have agreed to provide shelter to those objects that happen to move
- into their settlement. However, if their settlement is destroyed,
- they will not accept liability for the destruction of the (cowardly)
- objects that chose to take cover instead of moving outside to defend
- them.
-
- If a resource deposit is in collection range of more than one
- city/settlement, it will be collected only by the city/settlement that
- has the lowest object number.
-
- Settlements have no intrinsic offensive capability - they are easily
- destroyed without protection! However, if a repair unit is left
- inside at the end of the turn, it will repair one unit of damage (one
- hit point will be restored). If more than one repair unit is left
- inside, only one will perform repairs. There is no way to prevent
- damage being repaired, unless you deliberately move all repair units
- outside.
-
- They are built by SETTLER UNITS, and cannot be moved. There is no way
- to destroy your own settlement (unless you politely ask your opponent
- to do so).
-
- A HYDRO-SETTLER UNIT will build a settlement on water, which can be
- thought of as an artificial platform (such as an oil rig is in our
- world). This can actually form a bridge between two adjacent terrain
- surfaces, although any objects that wish to pass over this "bridge"
- must enter the settlement first, which will usually result in the loss
- of some movement points.
-
- Settlements cannot be built directly adjacent to another settlement or
- a city (in case you thought of it, if this restriction was not in
- place, you could build ships in a city that is not beside water and
- build this "artificial and protected channel" to transport your ship
- to the water - this is what we have canals for).
-
- DP, POH, AR, and SP must be set to 0. FR, PT, WT, G, M, O, and MC are
- redundant.
-
- PHOTON CANNON
- This is a non-movement-associated offensive/defensive object. It can
- move onto transports or into cities or settlements that are adjacent,
- but cannot move on its own accord.
-
- FR and SP must be set to 0.
-
- CITY (HQ)
- In addition to being a city, this is your designated headquarters.
- All global market transactions are associated with the resource pool
- in your HQ. If your HQ is taken over, you must select a new one from
- your group of cities. If you have no other cities and you lose your
- HQ, the first city you take over will be your HQ.
-
- GUNSHIP
- This is a heavily armed attack helicopter.
-
- There are no special exceptions in the specification table.
-
- ANTI-SAT BUILDER
- This is a construction unit that can move on its own accord to a
- location where you wish to build ANTI-SAT DEFENSE. It is permitted to
- build ANTI-SAT DEFENSE inside a city or settlement. It was conceived
- to have no offensive capability, so DP, POH, and AR should be set to
- 0.
-
- WT is redundant.
-
- MINE LAYER
- This is a small mine laying unit that is designed to move on any
- surface and lay its mine. Once a mine is laid, the mine layer is
- dismantled. It was conceived to have no offensive capability, so DP,
- POH, and AR should be set to 0.
-
- SETTLER UNIT
- This is a settlement construction unit that can move on its own accord
- to a location where you wish to build a SETTLEMENT. It was conceived
- to have limited offensive capability (namely, lots of men with tools).
-
- There are no special exceptions in the specification table.
-
- BATTLE CRUISER
- This is a very big, ugly, and offensive boat, as the name implies. It
- was conceived to be the most powerful object of any tech-type. The
- attack range (AR) was deliberately set to be longer than the scan
- range (SR), due to the very large and powerful gunnery that can
- "transport" a shell over a very large distance. Beware that battle
- cruisers CANNOT detect submarines - this can prove to be very
- dangerous (you may want to consider an escort, such as a destroyer or
- submarine).
-
- There are no special exceptions in the specification table.
-
- AERO-PORTER
- This is a reasonably large cargo aircraft. See the transport table
- for a list of objects that it can carry.
-
- WT in this case is the total number of weight units that this
- transport can carry (it is not the weight of the transport itself).
-
- AERO-FIGHTER
- This is a very agile scout/fighter aircraft. They are valuable for
- instances where a quick and responsive attack is required, as they can
- travel large distances in a short time. Typical preys would be
- bombers, aero-porters, fuel depots, and other objects that have poor
- defensive capability.
-
- There are no special exceptions in the specification table.
-
- HOVER-SCOUT
- This is a very useful scouting object, and the only object that can
- detect resource deposits. If you do not have one of these objects for
- any reason, be sure to produce one right away. They are your key to
- resource exploitation and thus the expansion of your empire. They are
- also useful for destroying rail or road, or fuel depots. They can
- also set off mines (to use as an inexpensive mine sweeper, even if
- they might get killed).
-
- As the hover-scout moves, it automatically scans the surrounding area
- (within its scan range - SR) for resource deposits. If a location has
- been successfully scanned, it will show as highlighted when a resource-
- scanned area observation map is displayed. The game parameter table
- has an entry that specifies the probability that the hover-scout will
- detect a resource deposit. If it failed to scan, the location in
- question will not be highlighted. In MOVE MODE, there is an H button
- that if pressed, will display the resource-scanned area. This is an
- option that you should use often as you move your scout, to be sure
- that all area in its scan range has successfully been scanned.
-
- There are no special exceptions in the specification table.
-
- ANTI-SAT DEFENSE
- This is an establishment that continually scans the skies for an enemy
- satellite (at the beginning of your turn). SR is the range that this
- object can scan for a satellite, and AR is the attack range. If a
- satellite lies in-between AR and SR, you will be notified of the
- intruding satellite's presence, but cannot attack it. If the
- satellite is within AR, it will be destroyed on your order.
- Destruction of a satellite costs one missile, and the defense is
- dismantled when the last of its missiles has been fired.
-
- It has no defensive capability.
-
- DP must be set to 1; FR is the number of missiles this defense is
- given once built; AR and SR need only be set for LAND. PT, WT, G, M,
- O, MC, POH are redundant. Surface selection is also redundant (it may
- be wherever the builder can go).
-
- DETECTOR PLACER
- This is a mobile unit that can plant detectors on any surface type.
- It has no defensive capability - DP should be set to 0.
-
- WT is the number of detectors it is given once produced. This object
- is dismantled when it has placed its last detector.
-
- POH and AR should be set to 0. As it is an object with a very narrow
- purpose, it has been given no scanning capability, so SR was set to 0
- (although it could be changed). If SR is 0, POS is redundant.
-
- LASER TANK
- This is a very sturdy and heavily armoured vehicle with a reasonably
- powerful cannon. It is a standard land-based attack unit.
-
- There are no special exceptions in the specification table.
-
- SPY SATELLITE
- Satellites are useful for quickly mapping out the world. An
- advantageous side effect is that it can also give you a good idea
- where your enemy is, as it has the capability of distinguishing the
- ownership of objects below it. Satellites of any ownership cannot
- collide into each other.
-
- They are equipped with maneuvering fuel, specified by FR. Each time
- the orbit is changed, one fuel unit is lost. If there is no fuel
- left, the orbit of the satellite can no longer be changed (unless you
- deliberately destroy it). They can move in a direction based on 45
- degrees ("horizontally", "vertically", or "diagonally" across the
- map). They may also be placed in a synchronous orbit in which they
- continuously scan the same area. Normally, the world is non-wrapping
- to objects. However, satellites DO wrap from one side to the other.
-
- Once produced, a satellite may be launched in TACTICAL MODE only, by
- clicking on the city that produced it and finding its object window,
- where the launch button may be pressed. Grounded satellites (ones
- that haven't been launched yet) will appear in the Satellite Report
- (under the REPORTS menu).
-
- They are detectable by cities and anti-sat defense only.
-
- Satellites can see submarines.
-
- It may be helpful to be aware that the Neutral Player will not produce
- satellites.
-
- AR should be 0; HI, DP, PBH, POH, PBS are redundant. SP (LAND) is the
- distance moved at the beginning of each turn. Surface selection is
- redundant.
-
- TERRA-PORTER
- This is essentially a convoy of transport trucks. See the transport
- table for a list of objects that it can carry.
-
- WT in this case is the total number of weight units that this
- transport can carry (it is not the weight of the transport itself).
-
- HYDRO-PORTER
- This is a reasonably large transport ship. See the transport table
- for a list of objects that it can carry.
-
- WT in this case is the total number of weight units that this
- transport can carry (it is not the weight of the transport itself).
-
- ROAD CONSTRUCTOR
- This is a construction unit that places road segments. It has limited
- defensive capability.
-
- This unit has an auto-placement (A-P) mode where a segment is placed
- automatically each time the object is moved to a new location with no
- feature object already present. Placement will only occur at the
- location it is moved TO when this mode is on. There is also a manual
- placement command that can be used to place a segment at its current
- location, without using up its movement points.
-
- WT is the number of road segments that is given to the object once
- produced. It is dismantled when the last of its road segments is
- placed.
-
- GUARD
- A guard is an abstract object - it exists inside its city and cannot
- be moved. Guards are used to defend their city against enemy attack.
- They absorb hits when the city is attacked, and they can deliver
- damage to an enemy object in their attack range (AR). Each guard has
- its own hit points - when they are all lost, the guard unit is killed.
- If all guards are lost, the city is handed over to the attacker. If a
- guard unit is being produced when an existing guard has lost points,
- that guard will have an added hit point per turn. If the number of
- hits points exceeds the maximum for the guard, a new guard is
- produced. A simpler way to calculate the number of guards in a city
- is: guards = (total hit points of city / max. hit points per guard) +
- 1. If you have reached the maximum number of guards that can be
- sustained in a city, but do not have maximum hit points, there is no
- way to bring the city to maximum hits (the injured guards are there to
- stay until the bitter end).
-
- WT, FR, SR, SP, POS, and PBS are redundant.
-
- FUEL DEPOT
- Fuel depots can exist inside cities or settlements, or be carried on
- transports, or can be partly concealed outside, on any surface. They
- are the only means for fueling up objects. An object can fuel itself
- to maximum by moving to it if the depot is outside, or by moving into
- a city with fuel. If a transport is carrying a depot and runs out of
- fuel, it will fuel up from this depot. Objects moving onto a
- transport that has a fuel depot will fuel up automatically; however,
- if an object wants to fuel up from a depot inside a transport, but is
- not a compatible load, the depot must be moved off the transport
- first, and then have the object move to it. If there are more than
- one fuel depots at the same location (either in a city or settlement
- or in a transport) and an object will choose to fuel up, it will take
- fuel from the most empty depot first. Depots that are completely
- emptied will be dismantled at the end of your turn. Any object that
- fuels up from a depot will lose all its remaining movement points for
- that turn.
-
- You may transfer fuel from one depot to another by giving the
- receiving depot orders to fuel up (from the other depot) - this may
- save room on a transport if two containers are only half full for
- example.
-
- One fuel unit will be lost from the depot if moved outside a city or
- transport. However, no fuel is lost when loading onto a transport or
- into a city.
-
- If objects that require fuel are produced in a city with no fuel, they
- will be stranded until a depot is moved in, or until a depot is
- produced in that city. Once a fuel depot exists by either method
- inside the city, all objects with zero fuel (only) will automatically
- fuel up at the beginning of the round. Therefore, objects cannot fuel
- up the same round that the depot was produced, unless the depot is
- moved outside the city and then each object that is empty is manually
- ordered to fuel up from that depot. This alternative is not
- beneficial though, since it still takes a turn to manually fuel up.
-
- Fuel depots have no defensive capability, but have limited scanning
- capability.
-
- DP, AR, POH, and SP must be set to 0. FR is the amount of fuel given
- to a depot once produced.
-
- STEALTH BOMBER
- This is a long-range bomber. It is sometimes referred to as a
- transport, as it has a similar window interface and loading/unloading
- mechanisms. However, the only object type that can be carried is a
- bomb. Bombs are dropped to an immediately surrounding area using the
- bomb button in MOVE MODE. Bombs can be dropped on an enemy object, or
- on a rail or road (owned by anyone). If an object is destroyed by a
- bomb, and rail, road, or canal is at the same location, it is
- destroyed as well. A bomb dropped directly on a rail or road segment
- will guarantee its destruction, whereas dropping a bomb on a canal
- will destroy it with probability as given in the Game Parameter Table.
- It costs one movement point (MP) to drop a bomb.
-
- A bomber can carry a total weight determined by WT. If each bomb
- weighs 1 unit, then WT is the number of bombs that can be carried.
-
- RESOURCE CONTAINER
- These are only available in non-pooled resources mode of play. They
- are created by packing resources in cities or settlements. There is a
- hard-coded limit of 5 resource units per container. The weight of a
- container is specified by WT and is set by default to 5 (one weight
- unit per resource unit). An empty container cannot be created.
- Containers are the only means of transferring resources from one
- location to another, other than by using an RTS (Rail Transport
- Schedule). They may only be unpacked in a city or settlement that has
- room in its resource pool for the resources in the container.
- Unpacking a container automatically dismantles it as well. They may
- contain a mixture of resource types. Containers are independent
- objects that can exist outside cities, but are extremely vulnerable to
- attack. They are not capable of moving on their own accord, or
- attacking (it's literally just a container).
-
- DP, AR, SP must be set to 0; SR should be set to 0; FR, PT, G, M, O,
- MC, POH, and POS are redundant.
-
- DESTROYER
- This is a well-armoured and reasonably powerful attack ship. It is
- also useful for scouting, as it is the fastest water-based unit.
-
- They can see submarines.
-
- There are no special exceptions in the specification table.
-
- SUBMARINE
- This is a submersible attack unit. It has the advantage of being
- difficult to hit, and difficult to spot (by objects that are capable
- of seeing a submarine).
-
- Submarines can only be seen by cities, satellites, destroyers, and of
- course submarines.
-
- There are no special exceptions in the specification table.
-
- REPAIR UNIT
- This is a mobile object that is capable of repairing damage to any
- object (other than guards). A repair unit cannot repair its own
- damage - however another repair unit could. The act of repairing is
- initiated by having the object to repair move to it (click on the
- repair unit in MOVE MODE). Each time the object is moved to it, one
- unit of damage is repaired. An object being repaired in this way will
- lose all remaining movement points in the turn. A repair unit may
- only repair one object at a time. There is a maximum number of hit
- points that may be restored by any one repair unit, given by WT. WT
- also doubles as the actual weight of the repair unit for transport.
- The repair unit is dismantled when the last of its repair units has
- been expended.
-
- This unit should not be capable of offensive action, so DP, POH, and
- AR should be set to 0.
-
- RAIL CONSTRUCTOR
- This is a construction unit that places rail segments. It has limited
- defensive capability. The speed of this object, if moved from rail,
- is given by SP (LAND). If this object is moved from a location with
- no rail, all movement points are used (thus it has a speed of 1 when
- not on rail).
-
- This unit has an auto-placement (A-P) mode where a segment is placed
- automatically each time the object is moved to a new location with no
- feature object already present. Placement will only occur at the
- location it is moved TO when this mode is on. There is also a manual
- placement command that can be used to place a segment at its current
- location, without using up its movement points.
-
- WT is the number of rail segments that is given to the object once
- produced. It is dismantled when the last of its rail segments is
- placed.
-
- RAIL TRANSPORT
- This is a rail transportation unit, often referred to as an RT. It
- may only travel on rail (and can of course move into cities or
- settlements), and it does not matter who owns the rail. There are two
- modes of movement that may be set in MOVE MODE that governs the
- behaviour of the RT with respect to path selection: Minimum Distance
- Tracking (MDT) can be turned on or off. If MDT is off, the RT will
- ask you which rail segment to move to at every intersection, in the
- form of a request to give a direction to avoid an obstacle. An
- intersection is defined such that the number of rail segments
- immediately surrounding a given location is greater than or equal to
- 3. The RT remembers where it came from during movement, so as long as
- there is only one choice of rail to move to (other than where it came
- from), it will move there without question. If MDT is enabled, a
- certain degree of intelligence is applied (well, the best I could do
- given memory constraints). MDT is automatically turned on when the RT
- is assigned a schedule (RTS), so that the RT may move from city to
- city (or wherever) without asking you for directions each time.
- Theoretically, so long as the rail layout is reasonably uncomplicated,
- the RT in MDT mode should find its way to its destination. See the
- section on the MDT algorithm for a more detailed description of its
- "intelligence".
-
- The Rail Transport Schedule (RTS) is a very handy method for the
- regular transport of resources around a large area. This is described
- in another section. The RTS is obviously useless if playing in POOLED
- RESOURCES mode.
-
- WT is the total weight that this transport can carry.
-
- BOMB
- Bombs are individual, independent objects, like resource containers.
- They may only be transported by the STEALTH BOMBER, and of course may
- only be dropped and detonated from a bomber. They have no offensive
- capability on their own (you cannot unload a bomb beside a city and
- then detonate it). Bombs are produced individually as well, by
- cities, as any other object. Bombs inside a city may not be directly
- loaded onto a bomber inside the city - they must be loaded as any
- other object is loaded, by moving into it. In this case, the bomber
- must be placed just outside the city and have all the bombs load into
- it from inside the city. If they are just left outside, they are of
- course very vulnerable to attack. You may regard this unit as being a
- single bomb, or a group of bombs - it really doesn't matter. The
- number of bombs that can be loaded onto a bomber is only determined by
- the weight (WT) of the bomb and the weight capacity (WT) of the
- bomber.
-
- DP is of course the damage potential the bomb can do if dropped on top
- of the object. SP must be set to 0; FR, SR, POS should be set to 0.
-
- GUN BOAT
- This is a small, lightly-armoured and not-so-powerful boat. It is
- generally the equivalent of an army except it floats.
-
- There are no special exceptions in the specification table.
-
- HYDRO-SETTLER UNIT
- This is a settlement construction unit that can only move on water on
- its own accord to a location where you wish to build a SETTLEMENT. It
- was conceived to have limited offensive capability (namely, lots of
- men with tools).
-
- There are no special exceptions in the specification table.
-
- CITY DEVASTATOR
- This is an independent, mobile unit that is used to completely destroy
- one of your own cities. It cannot be used to devastate a city you do
- not own! To devastate a city, you must move it inside and give it
- orders to devastate. All objects inside the city will of course be
- destroyed as well (if you are silly enough to leave them inside). You
- will probably only use this if your city is about to be taken over,
- and there isn't much of a chance of taking it back. Be aware that the
- Neutral Player is quite capable of building and using these - if you
- are attacking one of its cities and it suddenly disappears, you'll
- know why.
-
- There are no special exceptions in the specification table.
-
- CANAL CONSTRUCTOR
- This is a construction unit that places canal segments. It has
- limited defensive capability.
-
- WT is the number of canal segments that is given to the object once
- produced. It is dismantled when the last of its canal segments is
- placed.
-
-
-
- 11. TRANSPORT TABLE
-
- This table shows which objects can be carried by each transport type.
-
- OBJECT TERRA-P AERO-P HYDRO-P RAIL TRANSPORT BOMBER
- Army X X X X
- Photon Cannon X X X X
- Gunship X
- Mine Layer X X
- Settler Unit X X X
- Aero-Fighter X
- Laser Tank X X X X
- Fuel Depot X X X X
- Resource Container X X X X
- Repair Unit X X X X
- City Devastator X X X X
- Bomb X
-
-
-
- 12. OBJECT SPECIAL-ATTRIBUTE TABLE
-
-
- OBJECT ROAD LOSES FUEL CAN BE HIT CAN BE
- BONUS OVER WATER BY A MINE BOMBED NP
- Army X X X X
- City X
- Settlement X
- Photon Cannon X X X
- Gunship X X
- Anti-Sat Builder X X X
- Mine Layer X X X
- Settler Unit X X X
- Battle Cruiser X X X
- Aero-Porter X
- Aero-Fighter X X
- Hover-Scout X X
- Anti-Sat Defense X X
- Detector Placer X X
- Laser Tank X X X X
- Terra-Porter X X X
- Hydro-Porter X X
- Road Constructor X X X
- Fuel Depot X X
- Stealth Bomber X
- Resource Container X X
- Destroyer X X X
- Submarine X X
- Repair Unit X X X
- Rail Constructor X X X
- Rail Transport X X
- Bomb X X
- Gun Boat X X X
- Hydro-Settler Unit X X
- City Devastator X X X X
- Canal Constructor X X X
-
- ROAD BONUS
- This object can be moved to any surface provided that road is built on
- it. It also has a bonus if moving from the road, such that movement
- only costs 1 MP. Objects that are non-movement-associated and are
- capable of existing on all surfaces, do not receive any special
- treatment moving to or from road (Fuel Depot, Bomb, Resource
- Container).
- LOSES FUEL OVER WATER
- This means that if this object, at the beginning of the turn, is
- placed in STANDBY or just left with no orders sitting above water, it
- will lose one fuel unit. If the object happens to run out of fuel at
- this point, it is immediately killed.
- CAN BE HIT BY A MINE
- If this object moves on top of a mine, it is detonated.
- CAN BE BOMBED
- This object can be bombed by a stealth bomber.
- NP
- Neutral Player cities can produce these objects (assuming they have
- reached the required tech-level). The NP has an unlimited source of
- fuel and resources in each of its cities. However, unlike human
- players that can produce one object for each tech-type at the same
- time, the NP cannot have concurrent production (in any given city).
-
-
-
- 13. MAP DISPLAY DESCRIPTION
-
- The world is rectangular of size 100 rows and 150 columns. Because of
- this limitation, distances are not as they may appear. For example,
- moving from location (0,0) to (2,0) in a vertical direction, i.e. from
- (0,0) to (1,0) to (2,0) takes the same amount of time and fuel as if
- moving along diagonals, i.e. from (0,0) to (1,1) to (2,0). In other
- words, the Pythagorean Theorem is violated! It is important to keep
- this in mind - you may then find that your movements are in a diagonal
- nature if your intent is to scan as much area as possible while losing
- a minimum amount of fuel.
-
- A player map display is a rectangular grid, with each location unit
- occupying two text columns. The row location numbers are listed to
- the left of the map, and the column location numbers are listed on the
- bottom, where the first, leftmost digit of the column number is
- aligned with the first text column of the corresponding locations (it
- becomes obvious when you see it).
-
- The first text column of any particular location unit will either show
- the object tactical symbol if an object is present at that location,
- or the surface type icon. The second text column (to the immediate
- right of the first) shows the object stat if an object is there, the
- surface type icon again if nothing is there, or a feature object
- symbol. Feature objects are described in another section.
-
- An object stat is a statistical number related to the object. If you
- own this object, its meaning depends on the object type and the chosen
- statistic to display for that object type: If the object is a city,
- it will either display the smallest of the number of turns before an
- object in the city is produced, or the number of guards in the city;
- otherwise, it will either display the number of hits the object has
- left, or the amount of fuel it has left. The buttons for choosing
- which information to display can be found in TACTICAL MODE (the
- information type displayed is shown by a check mark). If you do not
- own this object (it belongs to the enemy), the number displayed is
- always the age stat of the object. The age stat is the number of
- turns since you last scanned that particular object - an age stat of 0
- indicates that it is definitely at the location shown because you just
- saw it there.
-
- The object stat, if greater than 9, will always be a '+' sign. Since
- there is no room to display a two-digit number, this character is used
- to tell you that the object stat is 10 or above. In the case of an
- enemy object, the age stat is recorded up to a value of 63 - clicking
- on the object in TACTICAL MODE will tell you the actual age stat
- value, or will indicate if it is above 63 (you will have the option of
- removing this object from your map entirely, if you believe that it
- will most likely not be there anymore - regardless of the actual age
- stat value so long as it isn't 0).
-
-
-
- 14. MAP FEATURE OBJECTS
-
- This is a category of objects that are for the most part intrinsic to
- the surroundings. There cannot be more than one of these objects at
- any one location: For example, it is not possible to build a road on
- a mineral resource. This restriction is mostly due to display and
- memory limitations. Note that in MOVE MODE, the feature object symbol
- is displayed beside the surface type for any given object at its
- current location. The map feature objects are listed below.
-
- GRAIN
- This is a resource deposit, called grain, but is more generally a
- food source. For example, a "grain" deposit on water may be
- considered an area with a high concentration of seafood. The
- symbol is supposed to look like a wheat field with the letter
- 'G'.
- MINERAL
- This is a resource deposit, called mineral, which is generally an
- area that can be mined to yield any type of metallic elements for
- the purposes of construction of objects. The symbol is supposed
- to look like a pickaxe with the letter 'M'.
- OIL
- This is a resource deposit, called oil, but is more generally an
- area that can be exploited as a fuel source (oil, coal, or
- natural gas). The symbol is supposed to look like an oil rig (or
- pump) with the letter 'O'.
- RAIL
- Railroad can only be placed by a Rail Constructor. It is only
- used by Rail Transports (RTs), and will most likely be built to
- connect cities for the rapid and efficient transport of
- resources, and other objects. The symbol is a filled circle.
- ROAD
- Road can only be built by a Road Constructor (and will appear
- around neutral player cities wherever the surface is not water or
- land). It will allow objects to move to a surface that they
- cannot normally move to. If a surface has road built on it, for
- movement purposes, the surface will be treated as land. However,
- all other specifications will be chosen based on the original
- surface type; these include POH, PBH, POS, PBS, AR, and SR.
- Therefore, it is important to make sure that specifications for
- surfaces that the object cannot normally move to are set
- properly, in the event that they are able to move to that surface
- because of road (except for objects that are not supposed to
- exist on land). Obviously, it doesn't make sense to build road
- on land. The symbol is a hollow square.
- MINE
- A mine can only be laid by a Mine Layer. The mine is visible
- only to its owner, but will detonate if an object of the same
- owner moves to it. There is no way to disarm a mine - it must be
- detonated by coming into contact with an object. POH for a mine
- is 100 and DP is 1 - therefore, the probability of an object
- initially receiving one damage point is PBH of that object. If a
- hit is received, the mine gets another attack using the same
- rules; if it hits again, it will try yet another attack. It is
- therefore theoretically possible (although not likely) for a mine
- to sink a Battle Cruiser! If a mine is detonated, the location
- is clear - a mine can actually be thought of as a mine field
- where if one mine is detonated, all are detonated simultaneously
- (by some transmitted signal, or whatever). The symbol is
- supposed to look like a water mine with the letter 'M'.
- DETECTOR
- This can only be placed by a Detector Placer. It is for the most
- part a passive device that is sensitive to the movement of enemy
- objects within its scan range. It is generally concealed to the
- enemy, except that in the event that this device scans an enemy,
- there is a possibility that the enemy will detect the warning
- signal transmitted by the detector. If this is the case, the
- detector has the means to detect an interception of its warning
- signal, in which case it self-destructs to prevent capture. If
- you are alerted to the presence of an enemy object within its
- scan range, the actual location of the enemy is still unknown.
- The specifications of the detector reside in the game parameter
- table. Note that the scan range of a detector does not appear in
- the View scan range mode. The symbol is supposed to look like
- some sort of scanner with the letter 'D'.
- CANAL
- This can only be constructed by a Canal Constructor, on LAND. It
- is an artificial waterway that will permit water-based objects to
- move inland. When in the canal, the object's surface
- specifications will be land-based, not water-based. As a
- movement penalty, all movement points will be used to move from a
- canal (however there is no penalty when moving into a canal). It
- is still possible to move from water into a canal and then back
- into water in the same turn, depending on the speed of the
- object. Of course, all other objects that can move on land will
- be able to transverse a canal (by whatever means: bridges,
- ferries, etc.) since the primary surface type is still land. The
- symbol is not easily described - except that it doesn't look like
- any of the above, so by the process of elimination, it should
- become apparent (it's some sort of square-like pattern I made
- up).
-
- The following objects can move in a canal: Gun Boats, Hydro-
- Porters, Hydro-Settler Units, Battle Cruisers, Destroyers, and
- Submarines. Note that a Settlement cannot be built on a canal.
-
-
-
- 15. GRAPHICAL WORLD MAP VIEWS
-
- A graphical world map view uses the 320x200x256 VGA mode to display
- various aspects of your world, using colour codes to distinguish
- between objects. The legend on the right shows the object symbol and
- its corresponding colour as it appears on the map. The following are
- the different types of maps that may be obtained through the game
- options and menus, mostly from the Observation menu:
-
- OBJECTS
- Displays locations of all objects belonging to a particular
- player that you have scanned, as they appear on your player map.
- There is no distinction in this view as to the age of the object
- (how recently you scanned it).
-
- KNOWN RESOURCES
- All resources that you have scanned appear in this view, and are
- colour coded according to resource type. This view does not
- indicate collection status of resources - another view is
- dedicated to this.
- INFRASTRUCTURE
- Displays the locations of the following objects: CITY,
- SETTLEMENT, HQ, RAIL, ROAD, CANAL, MINE, and DETECTOR.
- COLLECTED RESOURCES
- Displays the locations of collected and uncollected resources
- that you have scanned. They are colour coded as such, but
- resource types cannot be distinguished in this view.
- HIGHLIGHTING (sometimes abbrev. HILITING)
- This is a view category, not a specific map view. It is obtained
- through options such as SURVEYED AREA, VIEW SCAN RANGE, and VIEW
- ATTACK RANGE. Your objects are shown as BLACK dots, and the
- highlighting colour codes are essentially the same as the normal
- surface colours with the intensity increased.
-
- Pressing <RB> anywhere will exit the view without changing your player
- map view location. Pressing <LB> anywhere on the map itself will exit
- and will move your player map view location so as to be centered about
- the location you clicked on.
-
- LEGEND OPTIONS
- If you move the mouse pointer on top of any of the legend
- symbols, the corresponding colour will flash. This may provide
- more clarity of the positions of any particular object, since
- some colours may not be easily differentiated.
-
- There is always a BMP button at the bottom right of the screen,
- for any view. This is described further in the next subsection.
-
-
- 15.1 BMP SCREEN CAPTURE
-
- This function will copy the entire contents of the screen to a
- Microsoft Windows 3.0 (or later) device-independent bitmap (DIB)
- .BMP file, with no RLE compression since for some reason the
- Paintbrush program is not able to decode RLE (although most of
- you probably have a better picture viewer than that).
-
- It uses roughly the same RGB intensities as the default DAC
- register settings for that video mode, with some minor
- adjustments to provide a reasonably good grey shading equivalent
- for most of us without colour printers. It is therefore a 256-
- colour bitmap, and appears almost exactly the same as the screen
- view using whatever picture viewer you have in Windows, so long
- as you have a 256-colour video driver. It will print nicely from
- Paintbrush, but since it is only 320x200 remember to adjust the
- scaling - a 300dpi laser at 100% scaling will give you a nice one-
- inch or so map! Scaling 500% or so provides a reasonable size at
- that printer resolution. If your software will support it,
- choosing Best Fit would work well too.
-
- The BMP capture is activated by pointing to it and clicking <LB>.
- The process is initiated when the symbol lights up and a sound is
- heard. It is finished when it darkens again and another sound is
- heard.
-
- The filename that it writes to is hard-coded, and must be
- creatable in the current, default directory. The file size will
- always be 65,078. The naming convention is as follows:
-
- P#T##MMM.BMP, where:
- P# is the player number, from 1 to 4 (NP);
- T## is the last two digits of the turn number;
- MMM is the map type:
- OBJ - Objects
- RES - Known Resources
- INF - Infrastructure
- COL - Collected Resources
- HIL - Highlighting view
- or WORLD.BMP, if it was a world map view from the MAP EDIT
- function of REXEDIT.
-
- These files will be overwritten if the particular map view
- satisfies the same criteria. For example, a BMP made from
- viewing SCAN RANGE will be overwritten by another BMP request
- from viewing ATTACK RANGE. If it is necessary to have these two
- separate views recorded, you will have to capture one view, save
- and exit the game to rename the file, and run the game again for
- the other view.
-
- As a note of caution, there is no security mechanism integrated
- in bitmap files, and so be careful not to leave them accessible
- to other players, who may be of a less-honourable nature, or just
- clumsy enough to accidentally view them. So be careful to look
- for the player number in the filename, and remember what number
- you are!
-
- If you are curious as to the format of the DIB, look in your
- favourite Windows GDI reference under the following data
- structure names: BITMAPFILEHEADER, BITMAPINFOHEADER, BITMAPINFO,
- and RGBQUAD.
-
-
-
- 16. MOVE MODE
-
- Move mode must be entered manually every turn. This mode consists of
- a number of movement phases, consisting of two cycles. In the first
- cycle, orders are requested (if needed) for all objects, one at a
- time; generally speaking, orders are asked for objects that have no
- orders and have at least one movement point (MP). An order can be
- movement-related, or it can be an attack order (by just clicking on an
- enemy object within attack range). Note that once you make an attack
- on an object, all movement points are used up. In the second cycle,
- actual movement takes place. It is in the second cycle where
- collisions may occur (generically speaking) where you are asked to
- indicate an alternate location to move to to avoid an obstacle.
-
- It may be of course that in a movement phase, it may only appear to
- execute the second cycle, but it does execute the first cycle each
- phase in the event that an object may clear its own orders for a
- variety of reasons: it reached its destination; it encountered an
- enemy object within scanning range; or it is running low on fuel
- (below a safety margin) in which case the object will have to be
- guided to wherever it is going each movement phase, which will
- hopefully prevent accidental destination orders that will cause it to
- run out of fuel.
-
- As long as there is an object that is capable of moving this round,
- and has orders to move, new movement phases will be executed until
- that object runs out of movement points. Move mode will then end on
- its own when it decides that no more movement phases are required.
-
- Since it is possible to exit move mode prematurely (by clicking in the
- designated area), it is wise to make sure you enter move mode again
- before ending your turn. It is for this reason that a warning may
- appear before you confirm end of turn that indicates that there is at
- least one object that is capable of moving (whether or not it has
- orders).
-
- For the most part, you need not be concerned about the actual order of
- operations that are described above. However, there is one good
- reason for understanding this, which pertains to loading objects onto
- transports: If you intend on loading one or more objects onto a
- transport, and have the loaded transport move in the same round, you
- will want to be sure that the objects have indeed loaded themselves on
- first. If not, the transport will move and then the object to be
- loaded may either move to the prior location of the transport, or it
- may not be able to move at all. You will then have wasted precious
- time, having to move your transport back to where it was. In order to
- prevent this, there are two procedures that are recommended:
- 1. Assuming the transport has its orders cleared and is capable
- of moving this round, first give the loading orders to the
- appropriate objects, and when the transport asks for orders,
- click on "Other Orders" (the area to click in is designated in
- move mode) and examine the current payload of the transport: If
- these objects to load are not there yet, exit this window and
- press <RB> to temporarily skip this object and wait until the
- next time the transport asks for orders, at which point the
- objects should be loaded; otherwise if they are there, you may
- now give movement orders, confident that you are not leaving your
- cargo behind!
-
- 2. If not already, put the transport in STANDBY (or WAIT) mode,
- and then give the appropriate loading orders. Wait until move
- mode finishes, enter Tactical mode, click on the transport, and
- clear its orders. You may then enter move mode again to move
- your transport. This will ensure that sometime during move mode,
- the objects to load will have moved onto the transport. The risk
- of doing it this way is that you may forget about the transport
- altogether - once it is in STANDBY, it won't come out of it until
- something nasty happens at which point it could be disastrous!
-
- Note that pressing the <RB> when an object asks for orders will only
- skip it until the next movement phase, if any! Since move mode ends
- when nothing happens in the second cycle (during movement), it is
- possible that by continually skipping this object every phase, move
- mode will end and you may forget about it. This is the primary reason
- for the warning message described earlier that may appear when
- choosing to end the turn. It is handy to skip giving orders to an
- object in the event that another of your objects is in the way - the
- obstructing object will then hopefully move in the second cycle of
- this phase, and you will be able to give your object movement orders
- next phase. In any event, skipping an object will not under any
- circumstances inhibit its abilities this round. However, you may not
- carry over its movement points into the next round! An exception to
- this is in a different situation, where an object that already has
- movement orders does not have enough movement points to move from
- where it is, in which case its remaining movement points ARE carried
- over into the next round (quite transparently). An example of this is
- if a Laser Tank with 1 MP inside a Jungle (where 2 MPs are required to
- move from it) wants to move somewhere, it won't move this round, but
- it will carry over the 1 MP to the next round. It will then have 3
- MPs (more than usual), but will move right away and use up 2 MPs doing
- it, leaving it with 1 MP again.
-
- You may notice that for each type of object, a particular set of
- options appear in the status window (top-right corner) when in MOVE
- MODE. These options are identified by their first letter being boxed
- in. An example is the [S]tandby order, which appears for every
- object. These options may be selected with the mouse pointer by
- clicking in these small boxes, or may be accessed directly via the
- keyboard whereby pressing the key corresponding to that boxed in will
- activate that option. Note that CAPS LOCK should be OFF, as these
- keyboard commands will only accept lower-case input. That is, 's' is
- for Standby, but 'S' won't do anything. The following are extra
- keyboard options that are not shown in the status window:
- [c] - Position the main map so that the object in question is
- centered (helpful if you wandered off somewhere using the scroll
- bar and don't know your way back!),
- [w] - Give orders to WAIT. Note that this order may also be
- given by selecting the Other Options field at the top to open the
- object's window where the WAIT option is available.
-
-
-
- 17. RAIL TRANSPORT (SCHEDULES AND MDT)
-
- 17.1 RT SCHEDULE (RTS)
- An RT Schedule is a means of automatically shipping resources on
- a regular schedule to various cities. Once your empire is large
- enough, this system can save a lot of playing time and
- frustration if the schedule is set up properly - resources that
- cities need can be delivered to them on a regular basis so that
- production can hopefully proceed without long delays (while
- waiting for resources it doesn't collect). There is a maximum of
- 15 schedules, and 16 order entries per schedule. Note that an
- implied entry exists (but does not appear) at the very end of the
- orders list which instructs the RT to loop back to the top of the
- list to retrieve its next order. The time it takes for the RT to
- complete one loop in the order entry list is called the Round
- Trip Time (RTT) and is displayed at the top when examining this
- list. To activate a schedule, you must ASSIGN a particular RT to
- the schedule, at which point it will begin at the current order
- entry. Assigning an RT will enable its MDT; note however that
- MDT is off when the RT is produced, which you may want to turn on
- if you plan on navigating an RT on a regular basis but without
- using an RTS. The following are schedule order entry options:
-
- MOVE TO CITY/SETTLEMENT
- This order will direct the RT to move to the specified
- city/settlement. In this order entry, you may give loading
- and unloading orders for each type of resource. All
- operations are done when the RT moves into the
- city/settlement. It will then spend the rest of the turn
- inside, and proceed to the next order entry next turn.
-
- You may also tell the RT to load a priority object and
- deliver it to another city/settlement. A priority object is
- one that will be loaded first, before resources are loaded,
- to be delivered to a destination; if there still isn't room
- on the RT, resources at random will be unloaded at the city
- until there is enough room for it. This is a temporary
- order and will clear itself once the item is delivered.
- Note however, that unless you specify otherwise, the
- schedule will still be followed according to the entries
- listed even before the priority item has been dropped off.
-
- MOVE TO LOCATION
- This is an order to move to an absolute location, which is
- supposed to be at an empty area - in other words, the RT
- must somehow be able to get to the specified location
- without having an object sitting there. This order is only
- practical for adding an exception to the MDT algorithm if
- the RT does not follow the appropriate railroad tracks,
- and/or if you want the RT to wait at this particular
- location, possibly to allow another RT to pass by.
-
- WAIT
- This is an order to wait a specified number of turns at the
- current location. This delay may be necessary for a proper
- time balance in the delivery schedule.
-
-
- The current order entry is pointed to by an arrow in the entry
- display window, and may be changed manually if necessary. For
- example, if the arrow points to an entry that corresponds to a
- city (which may or may not have loading/unloading orders), it
- indicates that the RT has orders to proceed to this city.
- However, if you decide that a priority item needs to be delivered
- to another city later in the orders list in a hurry, you can
- bypass all orders in-between by manually changing the orders
- pointer to point to this destination. The schedule will then
- resume normally after the priority item has been delivered.
-
- It is important that you read the on-line help for the orders
- entry list window when you get there, to be informed of all the
- options that are available to you.
-
-
- 17.2 MINIMUM DISTANCE TRACKING (MDT) ALGORITHM
- This is an algorithm that can be used to guide an RT along the
- network of railroad tracks to a particular destination. A term
- that needs to be defined is a 'lonely track', which is a railroad
- path from the source to the destination with no other rail
- segments branching from it (other than the immediately
- surrounding areas of the source and destination which are
- probably rail intersections). Another term to be defined is
- 'distance', which is the MAX(separation in rows, separation in
- columns). The 'perpendicular distance' is the MIN(separation in
- rows, separation in columns).
-
- Find a lonely track with the first rail segment at a minimum
- distance to the destination.
- If one is found, proceed to the first rail segment of the lonely
- track.
- If no lonely tracks are found:
- Find a rail segment of minimum distance to the destination.
- If there are at least two:
- From the last two found, choose the one with closer
- perpendicular distance.
- Else if there is just one, proceed to that rail segment.
-
- If there is a problem at an intersection with deciding which rail
- segment to proceed to (it chooses the wrong path), try placing an
- extra rail segment at the location that is closest to the
- destination (if it makes sense in your particular context).
-
- This algorithm is only applied when an intersection is reached,
- defined to be an area such that there are more than 2 rail
- segments immediately surrounding a given location. Once the RT
- has chosen a path along a lonely 'section' of track (where there
- are only two options of movement), it will proceed in the same
- direction, as it will not move to a rail segment that it just
- came from. However, once the RT reaches its destination, this
- information is cleared.
-
- If an object is obstructing the path of an RT, the algorithm will
- be implemented the same way except that the segment of rail that
- the obstructing object is on will be ignored. If this occurs in
- an area where there is no intersection, the algorithm will
- conclude that the track ends here and will ask what to do about
- the obstacle in the way. If this occurs at an intersection
- (where it will have an alternate rail segment to move to other
- than where it came) it will always move there, whether or not
- that segment will eventually lead to the desired destination
- (although it will choose the best one to move to if there is more
- than one choice). This is not really a good thing, but in other
- situations it will allow the RT to pass objects on the rail if
- the rail is doubled along a path. If this problem persists (at
- intersections), you may want to place some more rail segments in
- the intersection - it will then likely choose the segment in the
- right direction to move around the object. It may get confusing
- if you have many RT's sharing the same track - but this is not a
- railroad network simulator that will solve all your traffic
- problems! Railroad in most cases will be a convenience if not
- abused; otherwise it could become detrimental.
-
- It is a good idea to make sure that rail layout for linking
- cities makes sense (with respect to this algorithm). A railroad
- linking a city to the south-west should have its first segment to
- the immediate south-west of the source city (or at least make
- sure that all other rail segments are at a larger distance from
- the destination than the segment meant for the destination). If
- this logic is applied to all rail layouts, the MDT should not
- make any errors. If it does make an error however, it may be
- wise to use the MOVE TO LOCATION option of the rail schedule (if
- using one) to point it in the right direction. Note that you are
- able to attack your own rail - you may need to in the event of
- "restructuring" your network.
-
-
-
- 18. GAME PARAMETER TABLE
-
- The parameters in this table have effect over all current games. They
- are stored in the file <GAMEPARM.REX>. If this is not in the default
- directory when the game editor is run, it is created with default
- settings. A '[D]' before the parameter name indicates that it only
- has effect when creating new games. A '[P]' before the name indicates
- that it only has effect when playing a game.
-
- GAME PLAYER PARAMETERS - [P]:
-
- TURNS TO ADVANCE TO TECH-LEVEL x
- (x ranges from 2 to 5). This is the number of turns a player
- needs to wait before being able to advance to the next tech-level
- of a particular tech-type.
- PROBABILITY OF RESOURCE BEING SPOTTED
- This is the absolute probability that a Hover-Scout will spot a
- resource deposit during scanning. POS of the Hover-Scout plays
- no role in this case.
- PROBABILITY OF RAIL/ROAD BEING HIT
- This is the PBH equivalent for rail and road segments. The
- absolute probability of an object hitting rail/road is the
- product of POH (object) and this parameter value. Attacking
- rail/road is done in MOVE MODE by using the 'A'R button.
- DETECTION RANGE OF DETECTOR
- This is the SR equivalent for a detector.
- PROBABILITY OF DETECTING ENEMY OBJECT
- This is the POS equivalent for a detector. The absolute
- probability is the product of the object's PBS and this POS.
- PROBABILITY OF DETECTOR BEING SPOTTED
- This is the PBS equivalent for a detector. The product of this
- PBS and an enemy object's POS is the probability that if the
- detector has detected the presence of the enemy object, that the
- object will intercept the warning transmission, and thus result
- in the self-destruction of the detector.
- INCREMENT IN MAX. GUARDS/TECH-LEVEL
- The number of guards a city can sustain is the base number plus
- (this value * (highest tech-level of city - 1)). The base number
- is HI of the city - see City description.
- MEGACREDIT REVENUE PER TECH-LEVEL
- You collect a tax from your population according to the total
- number of tech-levels of all your cities. The tax revenue is the
- product of this total number of tech-levels and this parameter
- value. Since the most primitive city has a total of 3 tech-
- levels (1 for each type), the minimum revenue per turn is 3 *
- number_of_cities * this_parameter_value.
- NUMBER OF RESOURCE PACKS IN DEMAND FOR 1 MC INCREASE (Global Market)
- A resource pack is a group of 5 resource units of the same type.
- There is a maximum of 50 packs of market inventory for each type.
- The value of a pack is 1 + (50 - number of packs in inventory
- currently) / (this parameter value). The amount of MC you will
- receive for selling a pack is the value as computed above. The
- cost to buy a pack from the market is this value plus a
- commission - described next.
- PERCENT COMMISSION FOR SELLING (Global Market)
- To buy a resource pack from the market, you must go through a
- broker who charges a handling fee. The extra amount of
- commission to pay is (value as computed above * this parameter /
- 100). Commission can be turned off by of course setting this
- parameter to 0.
- MAX WAIT (TURNS) FOR NP TO PLAY (Global Market)
- The Neutral Player will choose a random time in turns between 1
- and this value to play the market (arbitrarily but restricted by
- parameters below). A new time will then be decided on once a
- transaction is done.
- MAX NUMBER OF PACKS FOR NP TO BUY/SELL (Global Market)
- The Neutral Player will randomly choose a resource type to buy
- from or sell to. The number of packs for this transaction is
- restricted by this parameter value.
- PROBABILITY OF NP REACTING TO BUY/SELL (Global Market)
- If in the last turn at least one transaction was performed on the
- market, this is the probability that the NP will react with a
- transaction of its own.
- MAX NUMBER OF PACKS FOR NP TO BUY/SELL (Global Market - Reaction)
- This has the same meaning as the one above except that it only
- relates to the NP reacting to a transaction.
- COST TO ADVANCE TO TECH-LEVEL x
- (x ranges from 2 to 5). This is the cost in MC to attempt to
- advance a tech-level. If the attempt failed, the funds are still
- lost, and will have to re-invest the same amount to attempt
- again.
- PROBABILITY OF SUCCESSFULLY ADVANCING (tech-level)
- This is the probability (for all tech-levels and tech-types) that
- you will successfully advance a tech-level if attempted by
- investing the funds above.
- PROBABILITY OF NP ADVANCING A TECH-LEVEL
- This is the probability that the NP will successfully advance a
- tech-level. An attempt is made as soon as the required number of
- turns for advancement has passed. If the advancement failed, the
- NP will choose a random time between 1 and TURNS TO WAIT FOR
- ADVANCEMENT to wait before attempting to advance again. The NP
- may advance tech-types independently and concurrently as a
- regular player can.
- PROBABILITY OF NP SENDING MESSAGES
- This is the probability that the NP will decide to select a
- message at random from the appropriate file to send to a player.
- These messages are strictly sent in reaction to an attack, either
- by or on the NP. See the section on PLAYER MESSAGES.
- PROBABILITY OF CANAL BEING HIT
- This is the PBH equivalent for canal segments. The absolute
- probability of an object hitting a canal is the product of POH
- (object) and this parameter value. Attacking canals is done in
- MOVE MODE by using the 'A'R button.
- PROBABILITY OF NP SENDING PATROLS
- This is the probability that the NP will send a Hover-Scout on
- patrol, if
- it has nothing else to do. This decision is evaluated every turn
- for every inactive Hover-Scout. The higher this parameter is,
- the more likely you will be discovered by the NP early in the
- game.
- PROBABILITY OF NP MINING IF ON WATER
- This is the probability that if a Mine Layer happens to be on
- water, it will lay its mine right there, even if it originally
- had orders to lay it somewhere else. This decision is evaluated
- each time it moves to water. If this parameter is set high, it
- is more likely that the coast line will be mined as opposed to
- other surfaces. It will also be more likely that mines will be
- laid very close to island cities (see below).
- MINIMUM DISTANCE FROM HOME TO MINE WATER
- The above test for laying a mine on water will only take place if
- the distance of the Mine Layer from its home is at least the
- distance specified here. This parameter is important for island
- cities in that it will hopefully prevent the city from mining
- itself into a closet! For this reason, it is a good idea to set
- this value to be at least 3, so that exceptions for mine laying
- on water won't take place until the Mine Layer is at a reasonable
- distance away from its city. This has no influence on the
- original decision on where to mine - only on the exception
- explained above.
- (1P) MINIMUM NP MARKET REACTION
- For a one-player practice game, this provides an additional form
- of market transaction damping. This is the minimum number of
- resource packs the NP will buy or sell in immediate response to a
- transaction, so long as at least this number were sold or bought,
- respectively. If the transaction for a particular resource type
- involved fewer packs, no minimum reaction will occur. However,
- the NP will always react by a random amount as described next.
- (1P) PROBABILITY OF FURTHER REACTION
- Related to the above, this provides another addition form of
- reaction on top of the minimum, if any. An additional resource
- pack will be bought or sold (corresponding to sold or bought by
- the player) each time the probability test succeeds. It will
- cease to react further the first time it encounters a failure.
- Therefore, DO NOT set this probability parameter to 100!!!
-
-
- GAME EDITOR PARAMETERS - [D]:
-
- NUMBER OF EACH RESOURCE
- This is the minimum number of resources of each type that will be
- placed on the map. If building a game without regions, four
- extra resources will be placed around each HQ. Therefore, in a 2-
- player game, the total number of resource deposits (of all types)
- will be 3 * this_value + 2 * 4.
- NUMBER OF IN-LAND CITIES
- This is the number of Neutral Player (NP) cities that will be
- placed in-land. In-land is defined to be a location where the 8
- immediately adjacent (surrounding) surfaces are anything but
- water.
- NUMBER OF COASTAL CITIES
- This is the number of NP cities that will be placed in coastal
- areas. Coastal is defined to be a location where at least one of
- the 8 immediately adjacent (surrounding) surfaces is water.
- NUMBER OF ISLAND CITIES
- This is the number of NP cities that will be placed on an island.
- An island is defined to be a location where all of the 8
- immediately adjacent (surrounding) surfaces are water.
- CITY SPREAD FACTOR/CITY DISTANCE FACTOR
- The way that cities are placed on the map can be further
- customized using these parameters to govern inter-city distances.
- The placement algorithm is such that if a location for a city is
- chosen to be within a distance of CITY DISTANCE FACTOR of another
- (already established) city, that the city will NOT be placed
- there given a probability of CITY SPREAD FACTOR. Therefore, to
- spread cities further apart from each other, you would want to
- raise CITY SPREAD FACTOR and drop CITY DISTANCE FACTOR.
- Obtaining a good balance is difficult for giving the desired
- distribution of cities, so experimentation of these parameters
- should be done first before building a game for playing.
- Experimentation should be done as follows: Set the values
- accordingly; Clear the current world map; Load a new world map;
- Build a new game using Regions; Once built you will be placed in
- the editor - select the Neutral Player; Select the Objects option
- to display a graphical world map to observe the locations of the
- cities; and Repeat if necessary.
- PROBABILITY OF x RESOURCES AROUND CITY
- (x ranges from 1 to 5). All 5 of these parameter values MUST add
- to 100! The results otherwise will be strange at best. When a
- city is placed, these probabilities will be used to decide how
- many resource deposits (of completely random type) will be placed
- within collection range of the city. It is important that the
- parameter NUMBER OF EACH RESOURCE is set high enough to
- accommodate the number of cities that will be placed. Otherwise,
- some cities may find that they have no resources in collection
- range! If after all cities have been placed, there are resources
- still left to place according to the parameter just mentioned,
- then they will be distributed randomly over the world. It is
- therefore possible for a city to have more than 5 resources in
- collection range. Also notice that the way the probabilities are
- set in this group of parameters will determine the degree of
- clustering of resources about cities. If it is set such that it
- is most probable that only 2 resources will be placed with a
- city, there will be more resources left over after city placement
- to be distributed uniformly over the world. Using the opposite
- parameter settings will force resources to cluster around cities,
- which may place more of an importance to cities for resource
- collection purposes and less of an importance to settlements, for
- collection away from cities.
- MAX AGE (10's OF TURNS) OF N-CITY
- The age of a city when placed is randomly chosen up to this
- maximum. The age will have a direct influence on the level of
- technology of the city at the start of the game: When the city
- is placed, a simulated run over the number of turns specified by
- the age is performed which accounts for tech-level advancement
- decisions as would normally occur during play. This gives the
- cities a head-start in production capability. This parameter is
- closely tied to the probability of NP advancing, and the waiting
- time to advance a level - it is difficult to obtain a good
- balance. Note that since parameter values must be byte-sized
- (may only go up to 255), this parameter is entered in 10's so
- that theoretically the maximum age will be 2550 turns - which
- would definitely ensure very well-developed NP cities! Note that
- production does not take place during this simulated run - only
- tech-level advancement.
-
-
-
- 19. PLAYER MESSAGES
-
- Players may send one-line messages to each other, that will appear at
- the very beginning of each round. Sending messages to the Neutral
- Player will have no effect, unless you want to write yourself a memo
- (if you remember to check it).
-
- Depending on the probability set in the Game Parameter Table, the
- Neutral Player may decide to send a particular player a message.
- These messages are taken randomly from either <WINNING.REX>, if the NP
- attacks this player; or from <LOSING.REX>, if the NP is attacked by
- this player (which has precedence over the former). You may freely
- add messages to these text files, so long as they are no longer than
- 78 characters long. Only the first 255 messages in each file will be
- considered - the rest will be ignored. Also, be sure that there are
- no blank lines, especially at the very end of the files.
-
-
-
- 20. TECHNICAL INFORMATION
-
- Most of the source code was written in C and compiled using Borland
- C++ 3.1; the rest of the source was written in assembler for lower-
- level operations and was assembled using Turbo Assembler 3.1. The
- total size of all code segments in the Game Player is about 120,000
- bytes; the rest is data. The total size of all code segments in the
- Game Editor is about 60,000 bytes; the rest is data. The code size
- described here does not include the startup code or any other Borland
- library code that is linked in from the standard library, which adds
- an overhead of about 16000 bytes.
-
- It is a good idea to use a file compression utility to archive non-
- current games (or to back up a current game) as by nature these games
- files are very predictable in content (the same bytes recur for a long
- time).
-
- 20.1 WORLD MAP SAVE FORMAT
-
- I thought it would be a good idea to describe the format in which
- world maps are saved. This would be useful to anyone who would
- like to write a program to generate world maps, if they happen to
- know or make up a good algorithm. I haven't put much thought
- into a method for randomly generated maps with all feature types
- - mainly because I don't have time. I have a reasonably good
- algorithm for generating only land/water maps, but is not
- completely developed. If anyone happens to write a good map
- generator, I would be pleased to know about it.
-
- Each location corresponds to one byte in the map file. The map
- is stored in a sequence from the top left to the bottom right as
- in this for-next loop:
- FOR i = 0 to 99 DO
- FOR j = 0 to 149 DO
- WRITE MAP BYTE FOR LOCATION (i, j)
- END DO
- END DO
- (i is the row number and j is the column number, ranging from
- (0,0) to (99,149)).
-
- The file size must therefore be exactly 15,000 bytes.
-
- The map byte is defined as: X7 X6 X5 X4 X3 S2 S1 S0 (in order of
- MSB to LSB). The X's are used for storing information other than
- surface type, and must be initialized to all 0's when creating a
- new map. The following is a table of surface types:
-
- SURFACE TYPE S2 S1 S0
- Land 0 0 0
- Water 0 0 1
- Mountains 0 1 0
- Swamp 0 1 1
- Jungle 1 0 0
-
- As can be seen, there is room for 3 more surface types. However,
- do not invent another one - these surface types are hard-coded.
- Let's just say that 101, 110, and 111 are reserved for the
- future.
-
- So it's really just a matter of writing either a 0, 1, 2, 3, or 4
- as a byte value for each location.
-
- You may even choose to write a program to print out a map based
- on this information, if the current BMP method is unsuitable.
-
- It would be far too complicated to try to explain how player map
- information is stored - it took a long time to develop, including
- several revisions of my data structure to accommodate new
- features, etc.
-
-
-
- 21. FUTURE POSSIBILITIES / CLOSING COMMENTS
-
- If there is enough interest, I may consider adding some more features
- to this game (provided I have the time). Some of which may be the
- following:
-
- - Make the world wrapping in the east-west sense.
- - Add spying/intelligence: able to obtain random information about
- the enemy, or promote insurgence; costs MegaCredits to support spies
- and counter-intelligence (currently half-developed).
- - Make the NP more intelligent (or change certain aspects of its
- behaviour) - depends on specific reactions from people.
- - Allow the NP to produce bombers and perform bombing runs. This may
- make practice games more interesting once the immediately surrounding
- cities are taken.
- - Add natural disasters.
- - Add more object types.
- - Add real-time modem/network support (maybe in another lifetime).
- - ... or any other suggestions.
-
- The truth is, I never originally intended on this game to get so
- complicated: I am therefore running out of conventional memory! I
- may be able to add a few things, but cannot do anything drastic.
-
- Someone may comment that the user interface isn't really up-to-par
- with the latest releases of software - this is primarily because six
- years ago the approach seemed like a good idea at the time. As I
- haven't envisioned releasing this publicly, I wasn't very concerned
- about a having a well-thought-out and consistent interface - I just
- took scraps of code here and there and what you see is what you got.
- I apologize for this (in some sense) but to be blunt, this is what you
- get for free (I've wasted enough of my life already). By the way, I
- couldn't see myself charging anyone for this, so I decided not to
- release it Shareware - I figured it would only aggravate people if I
- started building in restrictions in the code (such as abruptly
- stopping the game at turn 100) to persuade people to register and send
- money.
-
- In any case, I hope someone out there enjoys this game!
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- -------------------------------------------------------------------
- Borland C++ and Turbo Assembler are trademarks of Borland
- International, Inc. Microsoft Windows is a registered trademark of
- Microsoft Corporation.
-
- <END OF DOCUMENT REX.DOC>
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