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- IMPERIUM REX - v2.10 Copyright (c) 1989-1995 Brainstorm Software
- <ONLINE HELP - REXEDIT.HLP> Indexed to REXEDIT.HDX
- --------------------------------------------------------]-------
- |PINFO ,K
- IMPERIUM REX - v2.10 (Technical Information)
- Copyright (c) 1989-1995 Brainstorm Software
-
- The _Imperium Rex Game Editor_ and _Game Player_ were
- compiled/assembled by Borland C++ 3.1 and Turbo
- Assembler 3.1.
-
- Concept development, programming, and testing by
- _Glenn Robins_, of _Brainstorm Software_.
- Concept development, testing, and story writing by
- _Jens Winslow_.
-
- |ESPECS,U
- Editing Object Specifications (Brief Reference)
- See off-line documentation for more complete help.
- _<RB>_ anywhere will end editing
- _HI_ : Number of hit points when fully functional
- _DP_ : Damage potential (number of attacks)
- _FR_ : Fuel range (amount of fuel that can be carried)
- _PT_ : Production time in turns required to build object
- _WT_ : Weight of object unless object is a _Transport_ where
- this is the total weight it can carry
- _G/M/O_ : Grain/mineral/oil units required to build object
- _PBH_: Probability of being hit by an attack
- _POH_: Probability of hitting an object when attacking
- _AR_ : Attack range
- _SP_ : Speed - has two meanings depending on _surface_:
- _LAND_: Total number of movement points for object
- LAND requires one movement point
- _Other_: Movement points required to move _from_ this
- surface to another
- _SR_ : Scan range of object
- _POS_: Probability of spotting an enemy object
- _PBS_: Probability of being spotted by an enemy object
-
- |MAINMU,S
- Imperium Rex Game Manager/Editor (Main Menu)
-
- This program can be used to create and edit world maps;
- build and edit games; and edit object specifications,
- and game parameters.
-
- _The following are some important points to note:_
- - Map editing is an independent function, and does not
- affect any game in progress using the particular map
- - Editing object specifications or the game parameter
- table through the main menu will not affect games in
- progress - they may be changed however for any
- particular game through the game editing option.
- - To prevent any player from secretely editing another
- player's setup, use the _passwords_ option.
-
- Note that on-line help is still available when editing
- object specifications by clicking _<LB>_ in the lower
- right corner, even though the '?' is not visible.
-
- |WMD_MU,P
- World Map Design (Main Menu)
-
- _LOAD_ : Load a world map
- _SAVE_ : Save current world map
- _CLEAR_: Clears current world map to WATER
- _VIEW_ : Produces a full graphical image of the world
- _<LB>_ exits and brings the region pointed to into
- full view
- _<RB>_ just exits
- _QUIT_ : Quits operation and returns to main program menu
- (current map is still in memory)
-
- Press _<RB>_ anywhere for edit mode
-
- A world map of sufficient land mass (5 percent) must be
- in memory before making a new game.
-
- |WMD_ED,T
- World Map Design (Edit Mode)
-
- _<RB>_: Changes current feature for placing
- _<LB>_: Function depends on where it is pressed:
- _- Inside map window:_
- Places current feature on map (can hold button
- down for continuous placement)
- _- Anywhere in World Map Design box:_
- Activates main menu
- _- Anywhere in Map Editing box:_
- Activates block placement mode (used to place
- rectangular blocks of the current feature).
- Follow instructions in box to place a block - the
- scroll bar/arrow buttons still work in this mode
- _- At scroll bar/arrow buttons:_
- Random access of map window location/smooth
- scrolling of map in specified direction (can hold
- button down for rapid scrolling)
- _- Grid [ON/OFF]:_
- Toggles map grid lines on or off
-
- |SURETC,J
- Confirmation to Clear Current World Map
-
- _CLEAR_ : Clears current map in memory to WATER
- (make sure it is saved first)
- _CANCEL/<RB>_: Aborts operation - will not clear
-
- This confirmation also comes up when loading a new world
- map while the current one has been modified, in which
- case _CLEAR_ will proceed with the load operation and
- _CANCEL_ will abort it.
-
- |LOADMP,R
- Load a World Map
-
- Files appearing in the file selection list are all files
- with length 15000 - it is therefore possible for another
- file to appear which coincidentally has this length.
-
- In mouse mode, the four buttons at the bottom of the
- selection list can be used to scroll or page up/down.
- _<LB>_: Depends on where it was pressed:
- _- Files_: selects world map to load
- _- Name Box_: accept entry of complete file name
- _- OK_: loads entered file (assumed to be a map)
- _- CANCEL_: cancels this operation and returns to
- current map (even after the clear confirmation)
- _<RB>_: Depends on where it was pressed:
- _- Files_: backs out to directory list
- _- Name Box_: accept entry of complete file name
- _- OK/CANCEL Options_: selects CANCEL
-
- |SAVEMP,R
- Save a World Map
-
- Files appearing in the file selection list are all files
- with length 15000 - it is therefore possible for another
- file to appear which coincidentally has this length.
-
- In mouse mode, the four buttons at the bottom of the
- selection list can be used to scroll or page up/down.
- _<LB>_: Depends on where it was pressed:
- _- Files_: selects world map to save (overwrite)
- _- Name Box_: accept entry of complete file name
- _- OK_: saves to entered file (overwrites)
- _- CANCEL_: cancels this operation and returns to
- current map
- _<RB>_: Depends on where it was pressed:
- _- Files_: backs out to directory list
- _- Name Box_: accept entry of complete file name
- _- OK/CANCEL Options_: selects CANCEL
-
- |LOADGM,R
- Load a Game
-
- Files appearing in the file selection list are all files
- with length 238,000 - it is therefore possible for
- another file to appear which coincidentally has this
- length.
-
- In mouse mode, the four buttons at the bottom of the
- selection list can be used to scroll or page up/down.
- _<LB>_: Depends on where it was pressed:
- _- Files_: selects game to load
- _- Name Box_: accept entry of complete file name
- _- OK_: loads entered file (assumed to be a game)
- _- CANCEL_: cancels this operation
- _<RB>_: Depends on where it was pressed:
- _- Files_: backs out to directory list
- _- Name Box_: accept entry of complete file name
- _- OK/CANCEL Options_: selects CANCEL
-
- |SAVEGM,R
- Save a Game
-
- Files appearing in the file selection list are all files
- with length 238,000 - it is therefore possible for
- another file to appear which coincidentally has this
- length.
-
- In mouse mode, the four buttons at the bottom of the
- selection list can be used to scroll or page up/down.
- _<LB>_: Depends on where it was pressed:
- _- Files_: selects game to save (overwrite)
- _- Name Box_: accept entry of complete file name
- _- OK_: saves to entered file (overwrites)
- _- CANCEL_: cancels this operation
- _<RB>_: Depends on where it was pressed:
- _- Files_: backs out to directory list
- _- Name Box_: accept entry of complete file name
- _- OK/CANCEL Options_: selects CANCEL
-
- |GETBVL,U
- Selection of a Value
-
- The value on the left is the current value.
- The value on the right is either a 1 or a 10, indicating
- by what amount the value will be incremented or
- decremented.
-
- _<RB>_: Cancels (keeps original value)
- _<LB>_: On one of the following buttons:
- _E_ Allows manual entry of value
- _«_ Decrements value by amount on the right
- _»_ Increments value by amount on the right
- _OK_ Accepts current value on the left
- _+_ Toggles increment/decrement step (1 or 10)
-
- Incrementing and decrementing involves pressing _»_ and _«_
- repeatedly - holding the button down has no effect.
-
- The maximum value varies according to context, and is
- discovered (if not known already) when the current
- value cannot be incremented past this max. value.
-
- |ESEXIT,I
- Save Changes Made to Object Specifications?
-
- _YES_: Allows you to choose an entry to replace
- _NO_ : Exits edit mode without saving changes
-
- The specifications are stored in the file _OBJSPECS.REX_.
- This can be copied somewhere else or renamed if it is
- desirable to have different sets of specifications
- available.
-
- |EPEXIT,I
- Save Changes Made to Game Parameter Table?
-
- _SAVE/EXIT_: Allows you to choose an entry to replace
- _EXIT WITHOUT SAVING_: Exits without saving changes
-
- The parameters are stored in the file _GAMEPARM.REX_.
- This can be copied somewhere else or renamed if it is
- desirable to have different sets of game parameters
- available.
-
- |EPEDIT,M
- Edit Game Parameter Table
-
- The purpose of each parameter and its effect or
- consequence is detailed in the "off-line" documentation.
-
- Parameters starting with a _[P]_ only have an effect on
- the _game player_, whereas ones starting with a _[D]_
- only have an effect on the _game manager_, for the
- building of new games.
-
- _<RB>_ exits the parameter list/edit mode, where the
- options to save/exit or exit without change are
- presented, unless editing a table belonging to a game.
-
- |FILEOP,I
- File Operation Error
-
- This is a general file OPEN operation error which may
- occur for the following reasons:
- _File not found in current path_ (for reading)
- _Too many files open_ (although not likely given that no
- files are left open while this program is executing)
- _Rights violation or file locked_ (if on a network)
- _Storage medium failure_ (bad disk, etc.)
-
- |MGNAME,M
- Entering player names for new game
-
- _For a one player practice game_, you must only enter a
- name for player 1 (white) and leave the others blank.
-
- _For a two player game_, you must enter names for player
- 1 (white) and player 2 (black), and leave the third name
- blank.
-
- _For a three player game_, you must enter names for all
- three players.
-
- The player colours cannot be changed.
-
- |MGPOOL,T
- Pooled resources option for new game
-
- Playing with _pooled resources_ simplifies the game -
- all cities and settlements share the same resource pool,
- and all collected resources are added to the same pool.
- Since there is no need for a resource shipment
- infrastructure, packing resources into containers is not
- allowed, and RT schedules are not permitted. The
- resource pool can only hold 255 units of each type -
- collection will cease when this limit is reached. It
- may be wise to begin your first game with this option
- enabled.
-
- Playing without _pooled resources_ is the primary intent
- of this game and is recommended when you feel that you
- are ready to handle all aspects of sustaining an empire
- (or if you just want to jump right into the game head
- first - but be sure to wear a helmet!). All cities and
- settlements maintain their own resource pools. Note
- that all world market transactions occur at your HQ.
-
- |MGREGI,Q
- Regions option for new game
-
- The _regions_ option can be used to shorten the
- development time of your empire, as it allows players
- to select regions of the map that are known to them at
- the start of the game. Once regions are selected, you
- are launched into the game editor where your HQ can be
- moved to a more profitable position.
-
- Playing without _regions_ is the primary intent of this
- game and is recommended when you are prepared to engage
- in a lengthy conquest. In this case, your HQ is placed
- randomly on the map and is surrounded by four resources.
-
- In either case, you may enter the game editor once the
- game is designed, and give yourselves objects using
- the recommended point system.
-
- |MGCONF,D
- Confirm game settings
-
- If the player names, player number, and play options
- are set correctly, confirm this with OK.
-
- |MGDREG,R
- Define known regions
-
- _<LB>_ in any of the region boxes toggles through the
- list of options for that region:
- _Home n_ must only be selected once per player, as it
- indicates where your HQ will be placed ('n' - player) -
- this region will of course be known to player 'n'.
- _Known n_ indicates that this region will be known only
- to the player specified by 'n'.
- _All Know_ indicates that this region will be known by
- all players.
- _UNKNOWN_ indicates that this region is unknown to all
- players.
-
- '_Known_' means that all territory and all resources will
- be known, as well as the locations of all NP cities.
-
- The _Neutral Player_ (NP) knows the entire world.
-
- |EGPLAP,T
- Place objects with point system
-
- This provides a means for restricting the quantity and
- quality of objects placed by each player. All players
- are assigned a specified number of points to start with,
- and as objects are placed, their point values are
- subtracted from their totals. A point can be thought of
- as a MegaCredit (¢) and each object has its own price
- associated with it.
-
- If you answer _YES_ to this prompt, it will then ask you
- for the number of points that each player receives.
-
- The number of points assigned is not saved with the
- game, so all placing of objects must be done up front
- before finally saving the game in the editor.
-
- If at a later point the editor is called up, and the
- game has not been started yet, this prompt will appear
- again.
-
- |GEDITM,S
- Game editing - Main menu
-
- _Select player_: Allows you to choose a player to edit.
- _Passwords_: Enable and enter passwords if currently
- disabled; or disable if currently enabled.
- (√ beside this option -> enabled)
- _Edit object specs_: Edit the object specification table
- associated with this game.
- _Edit game parms_: Edit the game parameter table
- associated with this game - changing
- [D] parameters will have no effect.
- _Save changes_: Save changes made to this game including
- all those made under this menu.
- _Quit_: Quit game editing and return to main program
- menu. If the game has not been saved (even
- if it has not been modified) you will be prompted
- to confirm quitting - it is of course not
- necessary to save if no changes were made but
- this program does not check for changes.
-
- |QEWSFC,K
- Quit without saving first
-
- This does not mean that you have made changes and that
- the game should be saved. It is just a notice that you
- have not chosen the game save option since entering the
- game edit mode. This is just a precaution in case this
- option was chosen by accident and changes have indeed
- been made.
-
- Any changes made to the object specs or game parms will
- be lost, as well as password option changes.
-
- |GESPLR,K
- Selecting player to edit
-
- All players are listed, including the _Neutral Player_.
- After selecting a player, player edit mode will
- immediately commence and the player's map will appear.
- Therefore, be careful when selecting a player so as
- not to accidentally (or otherwise) cheat.
-
- _Neutral Player_ editing is restricted to viewing, and
- moving of objects. No NP objects may be created or
- killed.
-
- |PEDITP,W
- Main player options
-
- _View scan range, attack range, surveyed area_ options
- will produce a highlighted map showing the corresponding
- ranges - clicking in the large empty box on the right
- will produce a graphical map showing highlighted areas.
-
- _Objects, Known Resources, Infrastructure_ options will
- produce a graphical map using colours to denote
- particular information corresponding to the displayed
- legend. In mouse mode, a pointer will appear - _<LB>_
- will exit this view and return to normal map viewing,
- but will center the view on the location selected.
- _<RB>_ will exit the world view.
-
- _Object Symbols_ produces a screen showing tactical object
- symbols and names.
-
- _Tactical, Logistical, City Status, General Status,
- Satellite Stats_ options will call up the corresponding
- reports.
-
- _<RB>_ will enter object editing mode.
-
- |OEDITM,J
- Object editing mode
-
- You can either click on one of the object icons in the
- top right corner box, which would enter object placement
- mode, or you can select an object on the map to edit.
-
- _<RB>_ will exit object editing mode.
-
- All scrolling techniques apply in this mode for map
- viewing.
-
- |ABOUTP,T
- Object placement mode
-
- Using the _<LB>_, click at the location on the map where
- you want to place this object. The surface type must be
- compatible with the object. Objects cannot be placed
- into transports as if loading them on - loading must
- take place in the game player. Objects may be placed in
- cities.
-
- Once a location has been selected, a 3x3 area should be
- highlighted and the location selected should be
- flashing. This is intended as a confirmation that this
- is where you want the object to be placed. To confirm
- this, click again at the same spot (which is flashing).
- If this is not where you want the object, clicking _<LB>_
- at any other location will move the highlighted area
- to the new spot where you may intend to place the
- object.
-
- _<RB>_ exits object placement mode.
-
- |OCLICK,V
- Object selection/editing
-
- _Cities/Settlements_:
- You can change the number of guards (of no meaning in
- settlements), the amount of resources in its pool (of no
- meaning if playing _pooled resources_ unless it is object
- number 0 (HQ) you are editing), or you can move or kill
- the object. A city must be empty before moving or
- killing it.
-
- _Spy Satellite_:
- You can move this object, or kill it.
-
- _Other_:
- You can change the number of hits, or amount of fuel.
- You can move or kill the object. The _Orders_ of an
- object can be _N - None_, _S - Standby_, _M - Moving_,
- _L - Loaded_ (an RT showing _L_ means that it is following
- a schedule).
-
- _<RB>_ skips to next object at that location until there
- are none left.
-
- |REPCIT,Q
- City production status report
-
- _<RB>_ Exit report, or select a city from the list to
- center the map on the city.
-
- _C_ Either City (C) or HQ (H).
- _TAH_ Tech-levels in order of Terra, Aero, and Hydro
- _ON_ Object number.
- _Name_ Name of city.
- _G, M, O_ Resource stock at this city.
- _Producing, T_ Object being produced and number of turns
- left before completion.
- _GD_ Number of guards in city.
- _Fuel_ Total fuel units of all fuel depots in city.
-
- There are as many extra lines per city as necessary to
- list all objects being produced.
-
- |REPTAC,N
- Tactical report
-
- _<RB>_ Exit report, or select an object from the list to
- center the map on the object.
-
- _Object_ Type of object.
- _ON_ Object number.
- _Name_ Name of object.
- _Orders_ Current orders of object.
- _Hits_ Number of hits left.
- _Fuel_ Fuel units left.
- _Wt_ For transports, this is the weight capacity left.
-
- All movement and attack-associated objects are listed.
-
- |REPLOG,U
- Logistical report
-
- _<RB>_ Exit report, or select an object from the list to
- center the map on the object.
-
- _Object, ON, Name_ Type, number, and name of object.
- _G, M, O_ Resources packed if container, or resource
- stock if settlement.
- _Fuel_ Fuel left if depot, or fuel in settlement.
- _Hits_ Number of hits left if settlement.
- _Orders_ Orders of object.
-
- Settlements, fuel depots, and resource containers are
- listed. Also, the following information is provided:
- _SCANNED RESOURCES_ Collected and uncollected.
- _LOADED BOMBS_ Total bombs loaded on all bombers.
- _RAIL SECTIONS_ Total sections of your placed rail.
- _ROAD SECTIONS_ Total sections of your placed road.
- _MINES_ Total active number of your mines.
- _DETECTORS_ Total number of your placed detectors.
- _CANAL SECTIONS_ Total sections of your built canal.
-
- |REPSAT,P
- Satellite status report
-
- _<RB>_ Exit report, or select a satellite from the list
- to center the map on the satellite (surface flashes).
-
- _ON, Name_ Number, and name of satellite.
- _Present Location_ Coordinates of satellite.
- _Orbit/Stat_ Moving, Stationary, or Inactive (not
- launched).
-
- The easiest way to locate a satellite to open its object
- window (since the actual object is not visible on the
- map) is to view this report and select the particular
- satellite. This will center the map on it and show its
- location by flashing the surface. You may then enter
- _Tactical Mode_ and select that location.
-
- |MOVARO,K
- Observation (Tactical) Mode
-
- You may use the standard scrolling methods to observe
- the world map and the highlighted areas.
-
- _<RB>_ Exit observation mode.
-
- _<LB> in big empty box on right_ Graphical world map.
- Pressing _<LB>_ in this mode will center the map view
- at the location of the mouse pointer, or _<RB>_ will
- just exit the graphical view.
-
- |FORCEC,S
- Force HQ's to be coastal
-
- If responded _YES_, it will not quit until all players'
- HQ's are randomly placed on a coast line (make sure your
- map has water!).
-
- A coastal city is that which has at least one piece of
- water beside it, but is not completely surrounded by
- water.
-
- It may help at the start of the game to be able to build
- and move ships outside your HQ. If your HQ happens to
- be inland, its hydro-tech production will be useless
- unless a canal is built from the city to a body of
- water, which could take a lot of time as well as being
- potentially dangerous.
-
- If responded _NO_, it may be coastal or inland. Either
- way, the HQ is always placed directly on top of land.
-
- |GENRP2,M
- General Status Report (object table)
-
- _OK/<RB>_ Acknowledged.
-
- This report shows for every object type, the number you
- have, the number that have died by all causes, and the
- number you have killed by player.
-
- There may be some objects that this report claims you
- have killed yourself - this occurs in particular cases
- where for example you drove an object into your own
- mine, an aero-porter ran out of fuel over water and all
- loaded objects died as well, etc.
-
- |DIFFTP,N
- Difficult to place cities
-
- Given the specified number, type, and spread factors of
- NP cities in the _Game Parameter Table_, the algorithm is
- having a hard time placing them on the world map.
-
- It is a good idea to retry a few times by responding
- _YES_, until the attempt seems futile. Responding _NO_ will
- abort this task, where you will have to clear and reload
- the world map and then change the parameters. You may
- also wish to attempt this again without any changes,
- since the new layout of the first few cities may permit
- the placement of cities that couldn't be placed last
- time.
-
- |DIFFPH,J
- Difficult to place HQ
-
- Given the layout of the world map, the algorithm is
- having a hard time placing an HQ. It may be that there
- is little land in the specified home region for an HQ to
- be placed on, which hasn't been found yet. It may help
- to respond _YES_ a few times to retry. If it persists,
- respond _NO_, where you will have to clear and reload the
- world map and either modify it, or choose a different
- home region.
-
- |FORCPC,R
- Force HQ's to be coastal (regions)
-
- If responded _YES_, all players' HQ's are randomly placed
- on a coast line.
-
- A coastal city is that which has at least one piece of
- water beside it, but is not completely surrounded by
- water.
-
- It may help at the start of the game to be able to build
- and move ships outside your HQ. If your HQ happens to
- be inland, its hydro-tech production will be useless
- unless a canal is built from the city to a body of
- water, which could take a lot of time as well as being
- potentially dangerous.
-
- If responded _NO_, it may be coastal or inland. Either
- way, the HQ is always placed directly on top of land.
-
- |PLAC4R,J
- Place four resources around HQ's
-
- By responding _YES_, four resources will be placed around
- each HQ as in the non-regions case. You will then be
- asked if you want these cities to be coastal.
-
- By responding _NO_, it is expected that you will move your
- HQ to a more appropriate position in your known
- territory in the editor. Given this assumption, you
- will not be asked if you want them to be coastal.
-
- |PASSWD,R
- Passwords (General)
-
- If enabled, the player's password (max. 10 characters)
- must be entered to begin the turn during game play, and
- ALL players' passwords must be entered correctly to edit
- the game. This option is not available for one-player
- practice games.
-
- Passwords may be enabled and entered, or disabled in the
- _Game Editing_ menu. Passwords may be changed on an
- individual basis in the _Game Options_ window of the game
- player.
-
- _Do not forget your passwords!_ There is no way to turn
- off the password option without knowing all passwords,
- including those belonging to players who resigned or
- were conquered. See the off-line documentation for more
- information.
-
- |ROENTR,D
- Read-Only Table Entry
-
- This table entry cannot be modified - it is provided as
- a standard data set for building games.
-
- |LCTDET,D
- Lose changes to table entry?
-
- You have chosen to escape the entry selection mode. If
- you proceed, any changes made to the entry will be lost.
-
- |GETPSW,F
- Enter password
-
- Enter the current password for the designated player.
-
- The colour scheme was chosen so that the password should
- not be readable by others during "casual glances".
-
- |CHGPSW,F
- Change password
-
- Enter a new password for the designated player.
-
- The colour scheme was chosen so that the password should
- not be readable by others during "casual glances".
-
- |CDEFBG,H
- Select entry to use (OS/GP) for building game
-
- Select which data entry to use for building the current
- game: The object specs will just be copied into the
- game file for use while playing, but the [D] game parms
- will be used now.
-
- _<RB>_ Aborts game build.
-
- |LOGENT,H
- Load OS/GP table entry
-
- Select which table entry to load for editing. If you
- wish to create a new, custom table entry, you may want
- to load a read-only table with default settings, modify
- it, and then save the table in a non-read-only entry.
-
- _<RB>_ Aborts edit.
-
- |REPENT,M
- Replace OS/GP table entry
-
- Select which non-read-only table entry to use for
- storing the current data table. All data in the
- selected entry will be overwritten and lost.
-
- The entry that was just loaded for editing has a '_>_'
- just after the entry number, as a reminder.
-
- After selection, you will be prompted to edit the name
- of the entry, and you are committed to replace it.
-
- _<RB>_ Aborts the entire edit and replace procedure.
-
- |EDTEDE,F
- Edit entry description (OS/GP)
-
- Enter the new description for this data table entry.
-
- _<RB>_ or _<LB>_ will acknowledge the new description and
- the data table will be saved.
-
-
- <EOF - REXEDIT.HLP>
-