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- ARMIES OF STEEL
- Version 1.0
- (C) Copyright 1993
- Rockland Software Productions
-
- Description:
- Armies of Steel is a fast paced, easy to play strategy wargame. It features
- 256 color SVGA bitmapped graphics, animation, digital sound effects, FM
- soundtracks, and mouse control. Many types of terrain and units make for
- hours of challenging play.
-
- System requirements:
- * 286 or better
- * at least 2 meg of RAM (640K conventional + 1 meg XMS)
- * Sound blaster compatable sound card (Digital sound effects require SB Pro)
- * VESA compatable SVGA graphics card w/ 1 meg video ram
- * Monitor capable of 1024x768 256 colors
- * Microsoft compatable mouse
- * 4 meg hard disk space
-
- Installation:
- 1. Create a directory for AOS (Armies of Steel).
- 2. Copy your AOS archive to your AOS directory.
- 3. Change to your AOS directory.
- 4. Unpack your AOS archive.
- 5. All AOS files are now in your AOS directory.
- 6. Enter SETUP at the dos prompt to run the setup program.
- 7. Select the desired sound effects. SETUP will create a new AOS.BAT file
- to use the selected sound effects. AOS is now ready to run.
-
-
- Files:
- AOS.ZIP or AOSR.EXE - Armies of Steel archive.
- AOS_.EXE - Armies of Steel program.
- AOS.BAT - Batch file to run Armies of Steel.
- AOS.DOC - Armies of Steel documentation.
- SETUP.EXE - Setup program
- RTM.EXE - Protected mode runtime manager.
- DPMI16BI.OVL - DPMI server.
- DOVESA.EXE - VESA detection program.
- SBSIM.COM - Digital sound TSR.
- SBSIM.CFG - TSR configuration file.
- CTVDSK.DRV - Digital sound driver.
- VOICE.EXE - Digital sound program.
- *.CHR - Fonts.
- *.BGI - Video drivers.
- *.GRF - Bitmaps.
- *.PAL - Bitmap palettes.
- *.VOC - Digital sound tracks.
- SUPPORT.DOC - Support information.
- CATALOG.DOC - Rockland Software Productions Catalog.
-
- Running:
- 1. Make sure your VESA bios extensions TSR is loaded (see "About VESA"
- at the end of this file for more information.).
- 2. Change to your AOS directory.
- 3. Enter "aos" at the dos prompt. To start AOS with sound off, enter
- "aos s" (s for silent) at the dos prompt.
- 4. The titlescreen will appear. Press a key or mouse button to continue.
- 5. The main menu will appear. You may play the game, run an editor, or
- Quit to DOS. After playing or editing you are returned to the main menu.
-
- Playing the game:
- 1. Select old or new game. If you select old, you get to select from
- saved games.
- 2. The newspaper screen will appear. Press a key or mouse button to
- continue.
- 3. The game options menu will appear. Set options as you see fit,
- and then select "Start playing". Game options are as folows:
- Scenario - lets you choose the default scenario, or load a scenario from
- disk. A scenario loaded from disk overrides all game options
- except deploy forces automatically/manually.
- You up to X units per turn - lets you set your reenfocement rate.
- Them up to X units per turn - let you set their reenforcement rate.
- Deploy forces - lets you choose to deploy your forces manually or
- automatically. If you select manually, you will
- be prompted to place your forces on the map before
- the game begins. When placing forces manually, the
- unit type to be placed is displayed in a message.
- Click where you want the unit. If its close enough
- to the left edge and the terrain is ok for that unit,
- the unit will be placed there, and you will be prompted
- to place the next unit. Click with the right button
- to skip to the next unit without placing (handy when
- you have more ships than water, etc.). After you place
- all your units the game begins.
- Map - lets you select the default map or load a map from disk.
- Custom units - lets you add custom unit types to be used in the game.
- A list at the left will show custom units currently being
- used. A menu allows you to add, delete, and clear all
- custom units. Done returns you to the game options menu.
- Skill level - lets you select one of 4 skill levels, from beginner to
- expert.
- Start playing - starts the game.
- Quit - quits without playing.
- 4. The map will appear, along with your forces and the enemy's forces.
- 5. Your forces begin on the left side of the map.
- 6. Move your units to attack the enemy.
- 7. The game continues until one side's forces are eliminated.
- 8. After the game ends, the game options menu appears again.
- 9. If you play again, initial reenforcement settings for the next game will
- be adjusted slightly in favor of the loser of the last game (IE when
- you win you get less reenforcements or they get more, and when you lose
- they get less reenforcements or you get more.).
- 10. When you quit you will be given an option to save the game.
- 11. When you quit, the top ten list will be shown. If you reach a higher
- rank than the last player in the top 10 list, you will be asked to enter
- your name for the top 10 list.
-
- Moving units:
- 1. Click and drag over the area containing the unit(s) to move.
- 2. Click where you want them to move.
- 3. If you select more than 1 square, you'll get a menu allowing you to
- select what type of unit to move.
- 4. If you select only one square with a unit in it, just that unit will move
- where you click, and no menu will appear.
- 5. At all times, clicking the right button cancels.
-
- The main menu in the game:
- 1. The main menu is accessed by pressing the right mouse button.
- 2. Some options allow you to move all units by type. Select a type of unit
- to move, then select (with the left mouse button) where to move the
- units. You may cancel by pressing the right mouse button.
- 3. The controls option allows you to turn on and off: sound, animation, and
- air attack sequences, and set your and their colors.
- 4. There are also options to show the map, redraw the screen, show map and
- unit information, and quit the game. The cancel option makes the menu
- disappear.
- 5. The "Issue orders" option pauses the game while still allowing you to
- move units. When issuing orders, the right mouse button calls up a
- smaller version of the main menu. It has options for moving units, etc.
- It also has a "Done issuing orders" option that starts the game again.
- 6. The "Call up X reserves" option calls up your reserve troops as instant
- reenforcements.
-
- Combat:
- 1. All units attack the closest enemy unit.
-
- Air units:
- 1. An airfield is a city or fort square.
- 2. Air unit movement depends on where the unit starts and its target:
- Unit starts: Target: Movement:
- ------------------------------------------------------------------
- in airfield empty airfield unit moves if distance to
- target is <= unit's
- movement rate
-
- in airfield all except empty airfield unit moves up to 1/2
- movement rate toward
- target, attacks, and
- returns to starting
- airfield
-
- not in airfield empty airfield unit moves if distance to
- target is <= unit's
- movement rate
-
- not in airfield all except empty airfield unit does not move
-
- Air combat:
- 1. Air unit combat begins with an air unit travelleing towards its target.
- 2. Once the air unit reaches it target (or the limit of its movement), enemy
- flak units in range get to attack the air unit.
- 3. The air unit then attacks the closest target.
- 4. The air unit then flys back where it came from.
-
- Unit types:
- Infantry - useful in swamp and mountains where tanks can't go. Useful
- against flak. Most useful in drawing enemy fire.
- Armor - useful against tough targets like tanks, ships, cities, and forts.
- Plane - useful for short range air attacks against all but the strongest
- targets.
- Ship - useful in sea and rivers against all target types.
- Bomber - useful for long range air attacks against all target types.
- Flak - useful against enemy planes and bombers.
- Artillry - useful against tough targets
- Engineers - useful against tough targets where vehicles can't go.
- Flamethrower tanks - useful against tough targets.
-
- Map symbols:
- map symbol terrain type
- ----------------------------------------------------------------
- green clear
- green w/ trees woods
- green w/ green hill hills
- brown w/ grey hill mountains
- grey w/ black hill impassable mountains
- fortification fort
- lt green w/ trees jungle
- yellow dunes desert
- blue channels river
- blue waves sea
- blue w/ plants swamp
- city skyline city
-
- Terrain effects on movement:
- Land units: woods, desert - slows movement some
- hills - slows movement
- mountains, swamp - slows movement greatly. Tanks may
- not enter.
- impassable mountains,
- sea - no land units may enter.
- jungle, river - slows movement greatly.
- Sea units: Sea units may only enter sea and river squares.
- Air units: Air units are unaffected by terrain.
-
- Terrain effects on combat:
- Land and Air units:
- woods, hills - improves defense some.
- fort - improves defense very greatly.
- jungle - improves defense.
- mountains, river,
- swamp, city - improves defense greatly.
- desert - weakens defense some.
- Terrain has no effect on flak attacks against air units.
- Sea units: Sea units defense is unaffected by terrain.
-
- Reenforcements:
- 1. Reenforcements start at friendly cities and forts.
- 2. A city or fort is friendly to whichever side has units closest to
- it at the moment. If opposing forces are the same distance from the
- city or fort, it is friendly to neither side.
- 3. Reenforcements that can not be placed in a friendly city or fort are
- lost.
- 4. Reserves that can not be placed in a friendly city or fort are not
- called up.
-
- The map editor:
- 1. When you start the editor, you'll see a blank map.
- 2. Terrain is placed on the map by clicking on it.
- 3. Click the right button to call up the map editor menu.
- 4. The menu lists different terrain types. The type placed by clicking on
- the map has an asterisk next to it.
- 5. Selecting a terrain makes it the terrain placed by clicking on the map.
- 6. The menu also has options to start a new map, load, save, quit, and
- cancel.
- 7. The "Check map" option checks that units on one side can reach enemy
- units on the other side of the map.
-
- The unit editor:
- 1. The unit editor menu allows you to create your own custom unit types for
- use in Armies of Steel.
- 2. Unit editor menu options are as follows:
- Name - the name of the unit type (infantry etc).
- Graphic filename - filename for the unit's graphic.
- Attack graphic filename - filename for the unit's attack graphic.
- Attack, defense, range, move - the unit's stats. Select the "Map and unit
- info" option on the main menu in the game
- to see stats for the predefined unit types.
- Unit type - Basically, how the unit moves. This is used for terrain
- effects on movement. Choices are: on foot, land vehicle, air,
- and sea.
- Attack sound - the sound effect made when the unit attacks. Choices are:
- machine gun, artillary, bomb, flak burst, and flamethrower.
- Chance to get - the percent chance that a unit you get will be of that
- type.
- Edit graphic - lets you edit the graphic for the unit.
- Edit attack graphic - lets you edit the attack graphic for the unit.
- Play attack sound - plays the currently selected attack sound for the
- unit.
- Check unit - check the unit to make sure it contains enough information
- for use in the game.
- Load - loads a previously saved unit type.
- Save - saves the current unit. You will be asked for a filename.
- Quit- quits the unit editor.
-
- The graphic editor:
- 1. The graphic editor is used by the "Edit graphic" and "Edit attack
- graphic" options in the unit editor.
- 2. The graphic editor displays the graphic being edited at the right side
- of the screen in actual size, and blown up 15 times on the left side
- of the screen.
- 3. Click on the blown up graphic to change a pixel to the current drawing
- color. The change will appear on both the actual size and blown up
- graphics.
- 4. Buttons at the top of the screen let you change drawing color, set brush
- size, clear the graphic, and quit.
- 5. When you quit, you will be given the option to save the graphic.
-
- The scenario editor:
- 1. The scenario editor allows you to create a complete scenario.
- 2. Scenario editor menu options are as follows:
- Map filename - lets you select a map for the scenario.
- Custom units - lets you set custom unit types for the scenario.
- Your units - lets you set your order of battle (how many of each type
- of unit you get).
- Their units - lets you set their order of battle.
- Place your units - shows the map and lets you place you units. Works
- the same as manual deployment, except units need not
- be near the left edge of the map.
- Place their units - shows the map and lets you place their units.
- Your reenforcements - lets you set your reenforcement rate for the
- scenario.
- Their reenforcements - lets you set their reenforcement rate for the
- scenario.
- Load - loads a saved scenario.
- Save - saves the scenario to disk. You will be asked for a filename.
- Quit - quits the scenario editor.
-
- Differences between the registered and unregistered versions:
- 1. The following features are only available in the registered version of
- Armies of Steel:
- * Over 3 times as many graphics
- * Over 4 times as many type of units including air, ship, bomber, flak,
- artillary, flamethrowers, and engineers
- * 3 times as many sound effects (digital or FM) used in the game
- * Loading of saved: games, maps, scenarios, and custom unit types
- * Calling up of reserves
- * Reenforcements
-
- Support, Ordering information, and Catalog:
- 1. Support is available via phone and mail. Email support is available
- on all national networks. See the file SUPPORT.DOC for more information.
- 2. Ordering information is at the end of the game.
- 3. See the CATALOG.DOC file for descriptions of all of Rockland Software
- Productions products.
-
- About VESA:
- 1. VESA is a new graphics standard that makes many different SVGA cards
- compatable with each other.
- 2. The cards are made compatable by the VESA bios extensions that are
- built in to the card, or loaded into memory via a TSR program.
- 3. This allows software written for just one kind of video (VESA) to run
- on many different SVGA cards.
- 4. A program that uses VESA requires the VESA bios extensions in order to
- run.
- 5. Most cards load their VESA bios extensions via a TSR program.
- 6. Most card manufacturers include a VESA TSR program with their cards.
- 7. If you do not have the VESA bios extensions for your card, here's how
- to get a copy:
- * Call your card manufacturer's BBS and download the file.
- * Call one of the national networks such as Compuserv, GEnie, Delphi,
- America on line, PC Link, or Promenade. Each has a VESA area on it.
- Download the VESA file for your card.
- * Call Rockland Software Productions (voice) at 703-378-5120 11am-3am
- eastern. We will download the file from a national net, and then
- download it to you.