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-
-
- Welcome to Hostile Takeover; the game of discovery and
- conquest. It is easy to learn, easy to play, and a lot of
- fun. This game is being distributed as a shareware product
- so if you like the game, please be sure and register it.
- Hostile Takeover 2 is now available from me at a reduced
- registration fee to those that register HT1. The registration
- information is at the end of the manual.
- Since this is a strategy game and not an arcade game it
- would be a good idea to read the manual before jumping into
- the game. The outline for the manual is listed below.
-
- Starting the game
-
- Object of the game
-
- Elements of the game
- 1. The map
- 2. Castles and playing pieces
- 3. Gold
- 4. Visibility
-
- Screen layout
- 1. Realview window
- 2. Overview window
- 3. Text window
-
- Commands
- 1. (H)elp
- 2. (?) information
- 3. (P)roduce
- 4. (M)ove
- 5. (A)ttack
- 6. (D)efense
- 7. (S)ave
- 8. (L)oad
- 9. (C)enter
- 10. (R)eport
- 11. end (T)urn
- 12. (G)ive up
- 13. ESC
-
- Tips, Hints, and Comments
-
- Start up Demo
-
- Registration information
-
-
-
-
- Starting the game:
-
- To start playing, put this disk into the A: drive and
- type HOSTILE. Once the introduction has finished, press
- any key to continue. You will then be asked if you want to
- (1) start a new game or (2) load a saved game. If you want
- to load a game press '2' and then type in the name of the
- previously saved game. The game will be restored and you can
- start playing where you left off. If you wish to start a new
- game then press '1'. You will then be asked if you want to
- (1) play against the computer or (2) play against a human
- opponent. If you want to play against a human opponent press
- '2' and the game will start at the beginning of player one's
- turn. The game is designed so that only one player should be
- able to see the screen at a time. When a player has finished
- his turn, the screen will blank. A message will be displayed
- telling the other player it is his turn. When the second
- player is ready he can press 'c' to continue and his map will
- be displayed. If you want to play against the computer press
- '1' and the game will then ask you what difficulty level you
- wish to play. Once you have selected a difficulty level,
- play will start at the beginning of your turn. When you are
- finished with your turn a message will be displayed telling
- you the computer is taking it's turn. When the computer is
- finished your map will be redrawn and you can take your next
- turn.
-
-
-
-
- Object of the game:
-
- The object of the game is divided into two parts. The
- first objective is to explore the map and take over neutral
- castles. The second objective is to find your opponent and
- take over all of his castles. When one player has taken over
- all of his opponent's castles then he has won the game.
-
-
- Elements of the game:
-
- 1. The Map
-
- The map is composed of six basic types of terrain: grass,
- brush, forest, swamp, low mountains, and high mountains.
- Each type of terrain affects how easy it is for pieces to
- move from one place to another. Each piece starts out with a
- certain number of movement points at the beginning of each
- turn. As the piece is moved across the map, the terrain
- movement cost is subtracted from the number of movement
- points the piece has left. When the number of movement
- points a piece has left is less than the movement cost it
- takes to move across a terrain, then that piece can no longer
- move. For example, a soldier starts out with 12 movement
- points. If the soldier moves through a square with grass in
- it, then the soldier will only have 12 -2 = 10 movement
- points left.
-
- Table of Terrain:
-
- Type Movement Cost
-
- Grass 2
- Brush 3
- Forest 4
- Swamp 4
- Low Mountains 5
- High Mountains Impassable
-
-
- At the beginning of the game the map is randomly
- created. This means that the map will be different with each
- game. When the player starts out he can only see about one
- percent of the map. He has to produce pieces in his castle
- and go out exploring in order to see more of the map. Once a
- player has discovered an area it will always be visible on
- his map. The map will always contain thirty castles that are
- randomly placed. Each player only starts with one castle and
- he has to go out and find the rest.
-
-
- 2. Castles and Playing Pieces
-
- The next element of the game is the castles and the
- pieces they can produce. Each castle has a selection of
- three possible pieces to produce. It can only produce one
- piece at a time and it often takes multiple turns in order to
- do so. The three pieces that the castle can produce are
- randomly selected at the beginning of each game. The only
- castle that has fixed pieces is the first castle each player
- starts out with. It can always produce a soldier, wolf and
- pegasus. There are nine different pieces in the game:
- soldier, archer, knight, wolf, pegasus, assassin, war beast,
- war wizard, and phoenix. Each piece has it's own weaknesses
- and strengths. The main attributes that distinguish between
- the pieces are movement, turns to produce, cost, range,
- strength, and special abilities. A chart of the pieces and
- their attributes is shown below. The first column lists the
- movements points for each piece. The movement points have
- already been explained above in the section titled The Map.
- The next column shows how many turns a player will have to
- wait before a piece is produced. The Cost column shows how
- many gold pieces it will cost a player to produce a piece.
- This will be explained further in the next section. The
- Range column displays how many squares away a piece can
- attack. The last column shows the relative strength of each
- of the pieces. The special abilities of some of the pieces
- will be explained here. The pegasus and the phoenix can both
- fly. This means that it only costs them two movement points
- to fly around the map regardless of what type of terrain they
- are flying over. The assassin has the ability to be
- invisible. The opponent can never see the assassin. He can
- only discover it by running into it. The phoenix has the
- unique ability to attack everything around it at the same
- time. The phoenix can not be killed while it is attacking.
- This means that the only way to kill a phoenix is for the
- other player to attack it during his turn. The archer,
- assassin, and war wizard are the only pieces that can attack
- at a distance.
-
- Table of Pieces:
-
- Name Movement Turns to produce Cost Range Strength
-
- Soldier 14 1 4 1 3
- Archer 12 2 4 4 3
- Knight 8 2 4 1 6
- Wolf 28 2 6 1 4
- Pegasus 30 3 8 1 5
- Assassin 18 7 20 2 5
- War Beast 14 5 16 1 8
- War Wizard 14 7 26 6 6
- Phoenix 30 6 22 1 7
-
-
-
- 3. Gold
-
- The third element of the game is the gold. Each castle
- gives a player a certain number of gold pieces in taxes each
- turn. The amount of the taxes for a castle depends upon what
- that castle is capable of producing. When a piece is
- produced by a castle it costs the player a certain amount of
- gold. It also costs the player to maintain the pieces he
- presently owns. The amount of gold it takes to maintain a
- piece is half of what it cost to produce it. For example: If
- it cost six gold pieces to produce a wolf then it will cost a
- player three gold pieces each turn for upkeep. Another way
- that a player can use his gold is to increase the defenses of
- the castles he owns. The first castle a player owns has a
- defense of seven. The neutral castles in the game have a
- defense rating ranging from two to four. The better the
- defense rating, the better the pieces the castle can produce.
- Every time a castle is successfully attacked the defense
- rating goes down. To increase the defenses of a castle use
- the (D)efense command. The higher you want to increase a
- castle's defense value the more it cost. It costs 25 gold to
- increase a castle's defense from one to two. It costs 350
- gold to increase a castle's defense from eight to nine.
-
-
- 4. Visibility
-
- The last element of the game is visibility. A player
- can only see an opponent's piece if it is within attacking
- range of one of his own pieces. This means that an opponents
- piece can be just a few squares away and you may never see
- it. It is essential that a good network of archers or other
- ranged pieces be set up so that you know where the opponents
- pieces are.
-
-
-
-
- Screen layout
- The screen is divided up into three windows. The
- windows are realview, overview, and text. Their functions
- are listed below.
- 1. Realview window
- The realview window is located in the upper right hand
- part of the screen. This window shows a close up of the
- pieces and the landscape. It can be scrolled around the map
- by using the arrow keys.
- 2. Overview window
- The overview window is located in the upper left hand
- part of the screen. This window contains the entire map,
- although only the part of the map that you have explored is
- shown. The brown rectangle shows what part of the map the
- realview is displaying. The four brown dots show where the
- pointer is located. Every type of terrain on the map is
- represented by square set of nine colored pixels. If a
- pointer is on a type of terrain and you don't know what it is
- then use the information key (?). It is very easy to
- recognize the types of terrain on the overview window. Both
- players are assigned an active and passive color on the
- overview window. For player one the active color is a light
- purple and the passive color is a dark purple. For player
- two the active color is a light orange and the passive color
- is a dark orange. Each of the pieces is also displayed on
- the overview. To display a piece, a pattern of the nine
- pixels is highlighted in the players colors over the normal
- terrain pattern. The patterns for each of the pieces is
- shown below. If a piece is highlighted in your active color
- then that piece has at least two movement points left. If
- the piece is highlighted in your passive color then that
- piece has less than two movement points left and it can not
- move.
-
- * * * *
- * * Soldier * * Archer * * Knight
- * * * * * *
-
- * * * * *
- * * * Wolf * * * Pegasus * War Beast
- * * * * *
-
-
- * * * * * *
- * Assassin * * * Phoenix * * * War Wizard
- * * * * *
-
-
- The castles are also represented on the map. The castles
- take up the full 3 x 3 set of pixels. Neutral castles are
- gray and player castles are represented in the passive
- colors. If a castle is producing a piece, then the pattern
- of that piece is highlighted in the active color over the top
- of the castle. This set up of the overview window allows a
- player to determine at a glance where his pieces are,
- whether or not they are capable of movement, where his
- castles are, and what each castle is producing.
-
-
- 3. Text window
- The text window is located in the bottom half of the
- screen. It displays all of the written information for each
- of the commands. A command line will usually be displayed
- along the bottom of the window. The command line shows the
- options that are available from the present command. Any
- letter that is capitalized and in parentheses can be used to
- access a command. For example, if the command line shows
- "(E)xit" then a player can press E and exit out of whatever
- command is active at the moment.
-
-
- Commands
-
-
- 1. (H)elp
- To access the help screen press H. The help screen
- displays the names of all the commands and the letter needed
- to access it.
-
- 2. (?) information
- To get information about any of squares, put the pointer
- on that square and press '?'. This will display information
- about the name of the terrain as well as the movement cost
- for that terrain. If the pointer is on a castle, then the
- information command will display the name of the owner of
- that castle and it's defense rating. If the pointer is on a
- piece, then information about that piece will also be
- displayed. The information command is also useful in finding
- assassins. If an assassin is within range of one of your
- pieces and the pointer is on the square containing the
- assassin, then the information command will tell you that an
- assassin is there.
-
- 3. (P)roduce
- The produce command is used to display what a castle can
- produce and to start the castle producing a piece. To use
- this command make sure that the pointer is on a castle you
- own and press 'p'. The production screen displays a lot of
- information about the piece and the castle. On the far left
- hand part of the screen is a picture of what the piece looks
- like. Next to the picture is the name of the piece. If
- that piece is being produced then "NTL" and a number will
- appear below the name. "NTL" stands for Number of Turns Left
- and the number shows how many more turns it will take to
- produce that piece. The middle and right hand part of the
- text window shows information about the piece and the castle.
- The abbreviations and what they stand for are listed below.
-
- MO = Movement This shows how many movement points the
- pieces has.
-
- RA = Range This shows how many squares away a piece can
- attack.
-
- ST = Strength This is a measure of how strong the piece is.
- Strength values will range from 3 to 8.
-
- TU = Turns This is how many turns it will take to produce
- the piece.
-
- CO = Cost This shows how much it will cost to produce the
- piece.
-
- TA = Taxes This displays how much taxes the castle will give
- the player each turn.
-
- PG = Player Gold This shows how much gold the player
- presently has.
-
- UP = Upkeep This shows how much it costs the player each
- turn to support his armies
-
- DF = Defense This shows the present defense of the castle.
-
- The command bar is displayed along the bottom of the screen.
- This is what it shows: (N)ext (P)roduce (E)xit (S)top prod.
- Press N to look at the next piece. A castle has a selection
- of three pieces that it can produce. When it reaches the
- last piece then it will start over again with the first
- piece. Press P to start producing the piece that is
- presently displayed. NTL and a number will appear below the
- name of the piece. Press E to exit from the production
- command. You must exit from the production command before
- you can move the pointer and continue with the game. Press S
- to stop all production at that castle.
-
-
- 4. (M)ove
- The movement command allows a player to move his pieces
- once they are produced. To move a piece, place the pointer
- on the piece you want to produce and press 'M'. The text
- window will display the number of movement points remaining
- for that piece and the command bar will show "(E)xit
- (A)ttack".To move the piece use the numeric keypad. If you
- attempt to move a piece into a square containing a castle,
- another piece, or high mountains, then an error message
- will be displayed. If an error message is displayed and it
- looks like you should be able to move into a square, then
- you should use the information key to check for an
- assassin. If you run out of movement then you will
- automatically exit from the movement command. If you wish
- to exit from the movement command before you have used up
- all the movement of a piece then press 'E'. You can also
- attack another piece while in the movement command. Make
- sure the piece you wish to attack is within range of your
- piece and press "A" for attack. This will put you into the
- attack menu. See the attack command in this document for
- more information. Any movement points that are left at the
- end of your turn can not be carried over to the next turn.
-
- 5. (A)ttack
- The attack command allows one piece to attack another
- piece. To attack with a piece, put the pointer on the piece
- you wish to attack with and press 'A'. If you are attacking
- with a range one piece then the screen will display:
- Direction
- Movement XX
- (E)xit
- The XX stands for the number of movement points the piece has
- left. It takes two movement points to attack with a range
- one piece. Once you have pressed 'A', then use the numeric
- keypad to show which direction you want the piece to attack.
- If you are successful then the enemy piece will disappear.
- If you loose, then your piece will disappear. If you attack
- a castle and win, then two flags in your color will be
- displayed with your castle. If your piece has a range
- greater than one and you are attacking a piece that is
- farther than one square away then only the enemy piece has a
- chance of getting hit. If your piece has a range greater
- than one but it is only attacking one square away, then the
- rules are the same as a range one piece. If a ranged piece
- is attacking a castle and it wins then the defense of that
- castle is decreased by one. This means that you can set up a
- siege on the higher defense castles to bring their defenses
- down. A ranged piece can only take over a castle if it is
- one square away. To attack with a ranged piece, put the
- pointer on the piece you want to attack with and press A.
- The screen will display:
- Space bar to attack
- Movement XX Range Y
- (E)xit
- The XX stands for the amount of movement the piece has left
- and the Y stands for the range of the piece. It takes three
- movement points instead of two to attack with a ranged piece.
- Once you have pressed 'A', move the pointer to the piece you
- wish to attack and press the space bar. If you forget to
- move the pointer and press the space bar right away, then
- that is considered an attack on your own piece and your
- ranged piece will disappear. If you are successful with your
- attack then the enemy piece will disappear. If you are not
- successful and if you have enough movement left then you will
- be asked if you want to attack the enemy piece again. This
- will continue until the piece runs out of movement or you
- indicate that you do not want to attack the piece again. The
- most unusual of all the pieces to attack with is the phoenix.
- When the phoenix attacks, it attacks everything around it
- regardless of whether or not it belongs to you or your
- opponent. The phoenix will not die while it is attacking.
- The only way to kill a phoenix is for your opponent to attack
- it during his turn. To attack with a phoenix just press 'A'.
- It takes three movement points to attack with a phoenix.
- When two pieces with different strengths attack each other,
- the piece with the higher strength does not always win. Here
- is how the winner is determined. The first thing the
- computer does is create two random numbers. The first
- random number is for the defender and the second random
- number is for the attacker. If the random number rolled is
- less than or equal to the strength of the piece then it is
- considered a win for that piece. If the random number is
- greater than the strength of the piece then it is considered
- a loss for that piece. If a random number is created for the
- attacker and defender and both pieces have a lose then that
- round is cancelled. If both pieces have a win then the round
- is also cancelled. Only if one piece wins and one piece
- looses is the round counted. The piece that wins the best
- two out of three rounds wins. Suppose a pegasus of strength
- 5 is attacking a wolf of strength 4 and the computer
- generates a 6 for the attacker and a 9 for the defender. The
- 6 is compared with the 5 and pegasus has a loss. The 9 is
- compared with the 4 and the wolf also has a loss. Since both
- players lost the round is cancelled and the computer
- generates another set of numbers. The pegasus gets a 2 and
- the wolf gets a 4. The 2 is compared with the 5 and the
- pegasus has a win. The 4 is compared with the 4 and the wolf
- also has a win. Since both players won, the round is
- cancelled and the computer again generates another set of
- numbers. The pegasus gets an 8 and the wolf gets a 1. The
- pegasus looses and the wolf wins. Since there is a
- difference between the two pieces this round counts. The
- computer then generates a 6 for the pegasus and a 7 for the
- wolf. The pegasus wins and the wolf looses. Since this
- round also counts the pegasus and the wolf both have one win
- and one loss. The computer now generates a 2 for the pegasus
- and a 5 for the wolf. The pegasus has now won two out of
- three and is considered the winner.
-
-
- 6. (D)efense
- The defense command allows a player to increase the
- defenses of his castles. To use the defense command, put the
- pointer on a castle you own and press 'D'. The screen will
- look like this:
-
- Castle Defense x Cost yy
- Player Gold zzz
- Increase castle defense (y/n)?
-
- The 'x' stands for the present castle defense value. The
- 'yy' stands for how much it will cost to increase the defense
- of the castle to the next higher value. The 'zzz' stands for
- how much gold the player has. To increase the defense, press
- 'y'. If you do not have enough gold, an error message will
- be displayed. The defense command will only raise the
- defense of a city by one. If you want to raise the defense
- by more than one then you will have to use the defense
- command multiple times.
-
-
- 7. (S)ave
- The save command will save a game that is presently
- being played. To save the game press 's'. You will be asked
- if you are sure you wish to save the game. To continue press
- 'y'. You will then be asked to provide the name of the file
- to save it under. The name can only be eight characters long
- with a three character extension. It is not necessary that
- you end the name with '.gam' but it is recommended. Once you
- have said that you wish to save the game you MUST enter a
- name for it to be saved under. Do not hit ESC or try to exit
- from this screen. If you hit ESC it will cause the entire
- screen to scroll.
-
-
- 8. (L)oad
- The load command is used to restore a game that was
- previously saved. To load a game press 'l'. You will then
- be asked if you are sure that you wish to load an old game.
- If you want to continue, then press 'y'. You will then be
- asked to provide the name of the file with the saved game.
- If the name can not be found in the present directory, then
- an error message will be displayed and the present game will
- continue. Once you have said that you wish to load a game
- you MUST enter the name of a game. If you want to cancel the
- command just enter a dummy name. DO NOT hit ESC because it
- will cause the screen to scroll.
-
-
-
- 9. (C)enter
- The center command will center the realview window
- around the pointer. To center the window, press 'c'. This
- command is especially useful on slower computers. It is a
- lot faster to move the pointer and then center the realview
- window than it is to move the realview window with the arrow
- keys.
-
-
- 10. (R)eport
- The report command provides different information about
- both players. This allows you to see how well your opponent
- is doing. The abbreviations are explained below.
-
- Pg = Player gold This shows how much gold the player
- presently owns.
-
- Tx = Taxes This shows how much taxes the player receives
- each turn.
-
- Up = Upkeep This shows how much it costs a player to
- maintain his armies.
-
- Ma = Map This shows how much percent of the map a player has
- discovered.
-
- #A = Number of Armies
-
- #C = Number of Cities
-
-
- 11. End (T)urn
- The end turn command will allow a player to end his
- turn. If a player is playing against the computer then the
- message 'The computer is taking it's turn' will be displayed.
- After the computer has finished, the player's map will be
- redrawn and his next turn will begin. In the beginning of a
- game the computer's turn will be so short that the message
- will barely blink on the screen. If two players are playing
- against each other then only one person should be able to see
- the screen at a time. When a player finishes his turn the
- screen will blank. When the next player is ready to play
- then he can press 'c' and start his turn.
-
-
- 12. (G)ive up
- The give up command will allow a player to surrender the
- game. The player will be asked if he is sure he want to give
- up. If the player wishes to continue then he will be asked
- again if he is sure he wants to give up. If the player
- really wants to give up then a message will be displayed
- proclaiming the winner. Player one's map will then be
- displayed. The realview screen can be scrolled using the
- arrow keys but none of the other keys will work. To continue
- the end game sequence press 'c'. Player two's map will then
- be displayed. After 'c' is pressed again then the full map
- will be displayed. When 'c' is pressed again then the ending
- credits are shown. Press any key from here to exit to DOS.
-
-
- 13. ESC
- The ESC key will exit a player to DOS. It should only
- be used when no other commands are active. DO NOT hit ESC
- while saving or loading a game. Once a player presses the
- ESC key from the main menu, he will then be asked if he wants
- to exit to DOS. To exit to DOS press 'y'.
-
-
-
- Tips, Hints, Comments
-
-
- 1. The only thing you can do when the game first starts is
- to select a piece to produce and end your turn. If the
- piece you select takes more than one turn to produce
- then you may need to end your turn one or two times
- before you have a piece to work with.
-
- 2. The more castles you can get at the beginning of the
- game, the faster you win. In order to do this you need
- to develop a search pattern that will let you discover a
- large area of the map very quickly.
-
- 3. The only advantage that the computer has is that it
- knows where almost everything is. This includes all the
- castles and all the pieces except the assassin. Aside
- from this the computer does not cheat. It has to move
- the same way you do and attack with the same chances
- that you have.
-
- 4. A strength five pegasus will occasionally loose to a
- defense two city. It is very rare that an archer will
- kill a war beast but it can happen.
-
- 5. Novice level is very easy. Good level has a more
- aggressive search pattern and the computer starts out
- with two cities. Expert level has a very aggressive
- search pattern and the computer starts off with three
- cities.
-
- 6. Use your archers to find out where the enemy pieces are
- and then use your heavy pieces to take them out.
-
- 7. If you try to load a game and then you change your mind
- when it asks you for a file name, DO NOT hit the ESC
- key. This will cause the screen to scroll. The only
- time you need to use the ESC key is when you want to
- exit to DOS from the main menu.
-
- 8. Don't forget the NumLock key must be on to move the
- pointer. If NumLock is off then all the numeric keys
- will do is move the realview window.
-
-
- 9. All the messages in the game will be displayed until a
- key is press. If you hit the key for a command and the
- command doesn't repond until the second time you press
- the key, you were probably just clearing a message
- screen.
-
- 10. The report command is very useful for seeing how strong
- your opponent is. Once you get used to the cost of
- things you can start to tell how good his pieces are and
- when he has just produced a major piece. The upkeep and
- number of castles is an excellent way to compare your
- present strength and growth potential.
-
-
- START UP DEMO
-
-
- This is a demo of what a possible game would be like. I
- will tell you all the keys needed to start the game and
- capture a castle. First put the HOSTILE TAKEOVER disk in the
- drive and type HOSTILE at the prompt. When the screen
- displays HOSTILE TAKEOVER in red, press any key to continue.
- This demo assumes you are playing against the computer player
- so press (1) when you are asked if you want to play against
- the computer or another person. Since you are just starting
- out, this demo will select the novice level. Press (1) when
- you are asked what skill level you wish to play. The
- computer will then think for a little bit and then part of
- the map will be displayed on the screen. The first thing to
- do is to start your first and only castle producing a piece.
- The game starts out with the pointer on the castle. To get
- into the castle's production menu press (P). You can look at
- the pieces the castle can produce by pressing (N) for next.
- For now, start out by producing the soldier. Make sure the
- soldier is being displayed on the production screen and press
- (P) for produce. Now that you have selected what you want
- your castle to produce, press (E) to exit. This is all you
- can do on your first turn so press (T) to end your turn. The
- screen will blink and then your map will be displayed again.
- At the start of a game the computer player's turn is so short
- it almost looks like it hasn't taken it's turn at all. Since
- this is your second turn and it only takes one turn to
- produce a soldier, there should be a soldier one square north
- of your starting castle. The pointer starts out on the
- castle so use the numeric keypad to move it one square north.
- Now that the pointer is on the soldier press (M) to move it.
- Move the soldier around using the numeric keypad. When it
- runs out of movement press (E) to exit the movement menu.
- Continue producing more soldiers and exploring the area until
- you find another castle. This demo assumes the second castle
- is directly north of a soldier and the soldier has more than
- two movement points left. Make sure the pointer is on the
- soldier and press (A) to attack the castle. You will be
- asked which direction to attack so press (8) to attack
- northward. If you are successful the castle will display
- your flag. If not, then your soldier dies. If you are
- successful then move the pointer northward and set the
- production (P) for your new castle. If the soldier has any
- movement left then move him around to explore more territory.
- Now that you have two castles, continue to explore the
- territory and find more castles and your opponent. Good
- luck.
-
-
-
-
- REGISTRATION INFORMATION
-
-
- I have just graduated from the University of Evansville
- as an Electrical Engineer. About half way through college I
- decided that I liked software a lot more than hardware. All
- of the graduating engineers have to do a senior project.
- Since I liked software and I want to make a career of gaming,
- I decided to create a game for my senior project. It has
- taken me about a year to create and it is composed of over
- 14,000 lines of code. I would like to spend the rest of my
- life creating exciting, high quality games and I hope you
- will help my dream come true by registering with me. The
- registration fee for Hostile Takeover 1 is $10. I have also
- created Hostile Takeover 2. It has many new and exciting
- features including:
-
- - Neutral castles that fight back.
-
- - Several new pieces with new abilities.
-
- - A map four times as big as the present one.
-
- - A more intelligent computer player.
-
- - A new and better system of attack and defense.
-
- - A Destination command where a piece will automatically
- move to the destination you specify.
-
- - Better graphics
-
- When I created Hostile Takeover 1, I mostly played it with my
- friends so the game naturally evolved so it plays best
- between two people. Since the computer takes such a short
- time for its turn, I was able to add a lot of new things in
- HT2 that would have drawn out the game too long between two
- human opponets. As a result HT2 plays best between a human
- and a computer. I have still had some exceptional games with
- my friends but it takes a lot longer to finish them. If you
- liked HT1 I know you will like HT2. The registration fee for
- HT2 is $15. If you register both HT1 and HT2 together then
- it is only $20 for both.
-
-
-
- If you liked this game and want to get Hostile Takeover 2
- please send $20 to
-
- Michael Taggart
- 606 Roma Ave
- Jeffersonville, IN 47130
-
- Please include your name, address, telephone number, and what
- size disk you need (5 1/4 or 3 1/2). If you liked HT1 but
- you do not want HT2 I would appreciate it if you would still
- register HT1 and the fee is only $10. I would also
- appreciate any comments about Hostile Takeover and any ideas
- you would like to see implemented in Hostile Takeover 3. If
- you would like to play test HT3, please tell me that too. In
- the future I would like to create a role playing game but the
- amount of time needed to create good graphics and a good plot
- line is tremendous. If you would be interested in helping
- create a game and you have skills in art, writing, music, or
- programming please let me know. Thank you for playing
- Hostile Takeover and I hope you enjoyed it.