home *** CD-ROM | disk | FTP | other *** search
- 123456789
- Sysop or BBS Name
- 30 Maximum number of games allowed (Unregistered=9)
- 255 Maximum number of games per player (Unregistered=1)
- 60 Maximum number of minutes allowed in game per day per player
- 12 Minimum number of hours between turns (Unregistered=1)
- 7 Auto-Delete Completed Games after this many Days (Unregistered=3)
- Y Are players allowed to begin new games? (Unregistered=Y)
- Y Use fossil driver if installed? Y/N
- -1 Fortifications allowed in Normal games (-1 = player selects)
- -1 Fortifications allowed in Team games (-1 = player selects)
- 2 Maximum number of countries a player can give to his partner
- 5 Maximum number of days since player's last turn; aka TimeBomb Limit
- 0 Locked Baud Rate for HST modems (0 for 2400 baud modems)
- 14 Auto-Delete Forgotten Games after this many days
- N Are you running a Multi-Node BBS? Y/N
- 3 Points awarded to the winner of a normal 3 player game
- 3 Points awarded to the winner of a normal 4 player game
- 3 Points awarded to the winner of a normal 5 player game
- 3 Points awarded to the winner of a normal 6 player game
- 2 Team game with 1 surviving partner: Surviving partner's points
- 1 Team game with 1 surviving partner: Dead partner's points
- 2 Team game with more than 1 surviving partner: Partner who won's points
- 2 Team game with more than 1 surviving partner: Other Partners points
- 2 Points for eliminating a player from a normal game
- 1 Points for eliminating a player from a team game: Partner who eliminated
- 1 Point for eliminating a player from a team game: other partner(s)
- 2 Points SUBTRACTED for getting eliminated from any game
- 4 Points required to advance a rank
- 0 Lower limit in rankings
- 2 Number of days before player can play AWOL partner's turn
- P Hidden names. H/K/P (H=All Hidden, K=All Known, P=Player's choice)
- 1 Surrender Option allowed? Y/N/1 (Y=To any player, N=No, 1=One opponent)
- 3 Points SUBTRACTED for surrendering in any game.
- 80 Reset rankings file (winners.war) at this many points.
- Y Enable [ENTER]=All prompts? Y/N
- P Allow Non-Sequential Play games? A/N/P (Unregistered=N)
- Y Enable mouse when in local mode? Y/N
- 3F8,4 BaseAddress,IRQ for COM1
- 2F8,3 BaseAddress,IRQ for COM2
- 3E8,4 BaseAddress,IRQ for COM3
- 2E8,3 BaseAddress,IRQ for COM4
- WHATSNEW.DOC W:hat's new in Global War 2.40
- BULLETIN.ANS O:pening Bulletin
- Additional Bulletin
- Additional Bulletin
- Additional Bulletin
- ---------------------------------------------------------------------------
- DO NOT INSERT OR DELETE ANY LINES ABOVE THIS HORIZONTAL LINE!
- PLEASE BE CAREFUL WHEN EDITING THIS FILE!
-
- Global War expects to find the values it is looking for on specific
- lines. Your registration number MUST be on LINE 1, your BBS name MUST be
- on LINE 2, etc. You must be very careful not to insert or delete any
- lines when editing this file, which will cause the values that Global
- War is reading to be on the wrong line numbers. When upgrading to newer
- versions of Global War, be sure to use the new WAR.CFG file that comes
- with the new version. Edit it using your old WAR.CFG as a reference.
- You may edit the values above, and comments may follow any of the values
- as long as you leave at least 1 space after the value. Lines 48 and on
- are ignored, so you may leave these comments in this file if desired.
-
- If you have not registered Global War, the default values shown in
- parenthesis above will be used (Maximum Number of Games Per Player = 1
- on line 4 for example), regardless of what you change them to.
-
- LINE 1: Your registration number
- If you decide to register Global War, you will receive a Registration
- Number. (Please read the file REGISTER.TXT for info on how to register
- Global War). Edit line 1 and type your registration number here. Make
- sure the number is typed correctly. A valid registration number will
- allow you to configure the "Games Allowed", "Games per player", "Hours
- between turns", "Auto-delete days", "Players allowed to begin games"
- and "Allow Non-Sequential Play" values, otherwise the default values
- in parenthesis will be used regardless of what you change them to.
- Note: Global War will work indefinitely without a valid registration
- number here. It will NOT quit working, format your hard disk, crash,
- lock up, or cause any harm to your system just because you haven't
- registered. The reason some of the values are not configurable is
- simply to provide an incentive to register the software.
-
- LINE 2: Sysop's Name or BBS name
- Enter the Sysop's first and last name here (or BBS name). If you have
- registered Global War, your name must appear EXACTLY as you specified
- it on your registration form.
-
- LINE 3: Max Games Allowed (Must be 255 or less)
- This is the highest game number allowed, or the total number of Global
- War games that may be playing at any one time. You may have from 1 to
- 255 games. If you lower this value at some future date, you may have
- to rename some of the data files (WARxx.DAT, WARxx.MSG, WARxx.REC &
- WARxx.LOG) so that the game number (xx) is less than or equal to this
- new value, or Global War will no longer be able to find the game.
- Setting this value too high will slow down the game. Set it a bit
- higher than the number of games you anticipate having. A good value
- is around 30.
-
- LINE 4: Max Games per player (Must be 255 or less)
- This is the total number of active games a player may be in at any
- time. An active game is one that is under way, or one this is waiting
- for more players to sign up. Recommended value: 4 or 5. If you have
- not registered your copy of Global War, only 1 game will be allowed
- per player regardless of what you set this to.
-
- LINE 5: Minutes allowed in the game per day
- This will allow you to limit the amount of time each player can spend
- in the door per day. The amount of time the player will be allowed is
- determined like this: GW takes the number of minutes remaining in the
- BBS and compares it with this value and uses whichever is less. If
- the player has already played GW today, the total time already used
- today is subtracted. Example: The player has 30 minutes left in the
- BBS. This value is set to 20 minutes. GW will select the 20 minute
- value since it is smaller. This player has already spent 5 minutes in
- the game. The 5 minutes used is subtracted from the 20 minutes
- allowed leaving this player with 15 more minutes in the game today.
-
- LINE 6: Minimum hours between turns
- Every player in Global War gets 1 turn per calendar day. A problem
- arises around midnight however. A player could take a turn shortly
- before midnight, and take another shortly after midnight, giving him
- the unfair advantage of 2 turns in a row. This value will prevent
- this from happening. Players get 1 turn per day, AND at least this
- many hours must have elapsed since their last turn. Recommended
- value: 12 If you have not registered your copy of Global War, a value
- of 1 hour will be used here, regardless of what you set it to.
-
- LINE 7: Auto-Delete Completed Games after this many days
- When someone wins a game, the game gets deleted so that it can be
- re-used. It isn't desireable that the game be deleted right away,
- however. The other players in the game need to be given a chance to
- call and see who won. This controls when the game does get deleted.
- The game will be deleted this many days after it ends.
- Recommend value: 7 Unregistered, Global War will use 3 days here.
-
- LINE 8: Are players allowed to begin new games? (Y or N)
- If this value is set to "Y", players will be allowed to start new
- games and join games waiting to start. If set to "N", players will
- not be allowed to begin any new games, nor will they be allowed to
- join any games waiting to start. This can be used as a sort of "demo"
- mode to allow unvalidated callers to examine the door without being
- allowed to play. To do this, install Global War twice on your BBS.
- Create two WAR.CFG files, one with this option set to Y, the other N.
- Install Global War twice on your BBS, using the /N switch to specify
- the desired WAR.CFG file, and set the security levels accordingly.
-
- LINE 9: Use fossil driver, if available?
- If set to "Y", and a fossil driver is loaded, Global War will use it.
- Fossil drivers provided buffered input and output, which is great for
- multitasking systems. Global War may be happier without this buffered
- input and output. In Global War, the spacebar may be used to
- interrupt maps from printing, etc. Buffered output makes this feature
- less convenient to use for your users.
-
- LINE 10: Fortifications allowed in Normal Games (-1 to 99)
- After a player finishes attacking, he may optionally fortify a
- country. You can set the maximum number of fortification moves each
- player is allowed to make in all games to any desired number from 0 to
- 99. If you set this value to -1, the player who begins a new game will
- be asked how many fortification moves will be allowed in this game.
- This is the preferred option. NOTE: Changing this value will not
- affect existing games, only new games created after this value is
- changed.
-
- LINE 11: Fortifications allowed in Team Games (-1 to 99)
- Same as LINE 10, except this is for Team Games. -1 is preferred.
-
- LINE 12: Maximum number of countries a player can give to his partner
- In Team games that use Unlimited Fortifications, this allows you to
- limit the number of countries that a player can give to his partner
- during his fortification move. Setting this value too high will allow
- partners to swap entire continents and collect enormous numbers of
- armies. I recommend setting this limit to something like 1 to 4
- countries.
-
- LINE 13: Maximum number of days since player's last turn
- The number of armies a player collects at the beginning of their turn is
- calculated using the following formula:
- [(countries / 3) + continent bonus] x days since last call + commendations.
- Occasionally, a player may decide not to play for several days. Their
- plan is to hold off playing, then finally collect several day's worth
- of armies and try to catch the other players off guard. A player who
- intentionally (or unintentionally) doesn't play for a long period of
- time is referred to as a "TimeBomb player". Many Sysops (myself
- included) consider the TimeBomb tactic to be a legitimate strategy.
- Many other Sysops consider it unfair that a player can win a game in
- which he has only played a couple of turns. This option will allow
- you to set a limit to the number of days that a TimeBomb player will
- receive armies for. For example, if you set this limit to 4 days, and
- the TimeBomb player doesn't play for 6 days, he will only receive 4
- day's worth of armies. Recommended settings: If you want to allow
- TimeBomb play, set this value very high (100 days). If you do not
- like TimeBomb play, set the limit somewhere between 2 and 5 days.
-
- LINE 14: Locked BaudRate
- This option is provided for high speed modem owners (9600 bps and
- above) who are running their BBS using a Locked Baudrate
- configuration. With a locked baud configuration, the DTE link rate
- between the BBS computer and it's high speed modem is locked (fixed)
- at a constant rate, usually 19200 or 38400 bps, irregardless of the
- connect rate between the BBS and caller's modem. If this value is 0
- Global War will use the caller's baud rate which it gets from the BBS,
- otherwise Global War will use this locked baud rate. If you're NOT
- using an high speed modem with a locked baud rate, put a 0 (zero) on
- this line. If you are running with a locked baud rate configuration,
- set this value to your locked baud rate (usually 19200 or 38400) and
- Global War will always run at this baud rate, ignoring whatever baud
- rate it gets from the BBS.
-
- LINE 15: Auto-Delete Forgotten Games after this many days
- If there is no activity in a game (nobody takes a turn, signs up to
- play the game, etc) in over this amount of time (in days) the game
- will be considered "forgotten" and will be deleted. Setting this
- value too low is a great way to delete all your games! I recommend no
- less than 7 days. If GW finds some absurd value here it will default
- to 7 days to prevent all your games from disappearing. Recommended
- value: 7 to 14
-
- LINE 16: Multi-Node BBS? Y/N
- Set to "Y" if you are running more than one node on your BBS, set to
- "N" if you have 1 node. When set to "Y", Global War will create
- temporary files (WARxx.LOK) to lock out games in use by other nodes.
-
- ---------------------------------------------------------------------------
- Note: lines 17-29 deal with scoring.
- These values must all be positive integers (no decimal points) and
- should be kept small (don't award a billion points for example).
-
- Everybody has a different opinion on how scoring should be weighted,
- so use whatever you think is fair, however I STRONGLY URGE YOU TO
- LEAVE ALL THESE VALUES AS THEY ARE. The default values were arrived
- at after months of debate, discussion, trial, error, blood, sweat,
- tears, etc. You may want to edit line 29 later on though. See below.
- ----------------------------------------------------------------------------
-
- LINE 17: The number of points awarded to the winner of a 3 player game
- A player who wins a normal game with 3 players is awarded this many
- points.
-
- LINE 18: The number of points awarded to the winner of a 4 player game
- A player who wins a normal game with 4 players is awarded this many
- points.
-
- LINE 19: The number of points awarded to the winner of a 5 player game
- A player who wins a normal game with 5 players is awarded this many
- points.
-
- LINE 20: The number of points awarded to the winner of a 6 player game
- A player who wins a normal game with 6 players is awarded this many
- points.
-
- LINE 21: Team game with 1 surviving partner: Surviving partner's points
- If a Team game ends with only 1 partner on the winning team surviving,
- this partner is awarded this many points. This player's partner is
- awarded the value on line 22.
-
- LINE 22: Team game with 1 surviving partner: Dead partner's points
- If a Team game ends with only 1 partner on the winning team surviving,
- the non-surviving partner on the winning team is awarded this many
- points. The surviving partner is awarded the value on line 21.
-
- LINE 23: Team game with both surviving partners: Partner who won's points
- If a Team game ends with both partners on the winning team surviving,
- the partner who won the game is awarded this many points. The other
- partner is awarded the value on line 24.
-
- LINE 24: Team game with both surviving partners: Partner who didn't win's
- points
- If a Team game ends with both partners on the winning team surviving,
- the partner who didn't win the game is awarded this many points. The
- other partner is awarded the value on line 23.
-
- LINE 25: Points for eliminating a player from a normal game
- A player is awarded this many points every time he eliminates another
- player from a normal game. The eliminated player loses the number of
- points specified on line 28.
-
- LINE 26: Points for eliminating player from team game: Partner who eliminated
- In a team game, when one partner eliminates another player, the
- partner who eliminated the player is awarded this many points. The
- other partner is awarded the number of points specified in line 27.
- The eliminated player loses the number of points specified on line 28.
-
- LINE 27: Points for eliminating a player from a team game: other partner
- In a team game, when one partner eliminates another player, the
- partner's partner is awarded this many points. The other partner is
- awarded the number of points specified on line 26. The eliminated
- player loses the number of points specified on line 28
-
- LINE 28: Points SUBTRACTED for getting eliminated from any game
- When a player is eliminated from any game, this many points are
- subtracted from the player's score. This value should be positive or
- zero.
-
- LINE 29: Points required to advance a rank
- The number of points required for each rank advancement. Consider
- raising this value when players obtain the rank of 5 Star General or
- higher, or delete your WINNERS.WAR to reset the rankings. Also see
- Line 35.
-
- LINE 30: Lower limit in rankings
- This is the lowest score allowed in the rankings. If a player has
- this score or lower, his name will be deleted from the ranking file,
- which will essentially set their score to zero. This value should be
- negative or zero. I recommend either 0 or -999 depending on whether
- you like negative scores.
-
- LINE 31: Number of days before player can play AWOL partner's turns
- Team games only: If a player's partner hasn't taken a turn in over
- this many days, the player will be given an opportunity to play his
- partner's turn for him. Recommended value: 2 Set high (100 is good)
- to disallow players from playing their partner's turns if desired.
-
- LINE 32: Allow hidden names? (H, K or P)
- When player names are "Known", players are referred to by their real
- names. In games with "Hidden" names, players are referred to as
- "Player 1", "Player 2", "Player 3" etc, while they are still playing.
- When they are eliminated from the game, their names become known. In
- Team games, players always know their partner's name. All names
- become known when a game ends. This option allows you to enable or
- disable the Hidden Name feature.
- H : Force all new games to use Hidden player names.
- K : Force all new games to use Known player names.
- P : Allow players to decide if they want Hidden or Known.
- (recommended)
-
- LINE 33: Allow Surrender Option? (Y/N/1)
- This option will allow a player to surrender to another player. When
- a player surrenders, all of his countries, armies, and commendations
- are turned over to the player he surrenders to. The player loses the
- number of points specified on line 34. The player he surrenders to is
- awarded the number of points specified on lines 25 or 26. If the
- surrender causes the game to end, the player he surrendered to will
- also be credited with winning the game and will be awarded the
- appropriate number of points (and also his partner if it's a team
- game). You can configure the surrender option one of 3 ways:
- Y : Allow any player to surrender to any other player at any time.
- Caution: If you decide to use this option, I recommend setting
- line 30 to -999. If line 30 is 0, a player could boost
- another players rank without affecting his own rank by
- repeatedly surrendering to that player. This option allows
- the player to choose who he will surrender to if there is more
- than one opponent in the game.
- N : Completely disable the surrender option in all games at all
- times.
- 1 : Allow a player to surrender IF AND ONLY IF there is only one
- opposing player or one opposing team remaining. This is the
- preferred option.
-
- LINE 34: Points SUBTRACTED for surrendering in any game.
- If a player surrenders the game to another player, this many points
- are subtracted from the player's score. The value should be positive
- or zero.
-
- LINE 35: Reset rankings file (winners.war) at this many points.
- This will allow you to reset (delete) your rankings file (winners.war)
- when a player reaches this many points. Winners.war is deleted, but a
- backup copy of it saved as WINNERS.TOP. You, or third party
- utilities, can use WINNERS.TOP to generate some sort of Hall of Fame
- list if desired. Recommended value: I like to reset my rankings
- whenever a player reaches the rank of 5 Star General. There are a
- total of 20 ranks, so I recommend setting this value to 20 times the
- value you have on line 29.
-
- LINE 36: Enable [ENTER]=All prompts? Y/N
- Y : Enable ENTER=ALL prompts. When asked how many armies to move from
- one country to another, players may press ENTER to move the
- maximum number of armies allowed. Preferred.
- N : Disable ENTER=ALL prompts. Useful if line noise is a problem in
- your area, or if your players tend to be careless and would prefer
- not to have the ENTER=ALL prompts.
-
- LINE 37: Allow Non-Sequential Play games? A/N/P
- In previous versions of Global War, turns always consisted of a
- Deployment phase, followed by an optional Attack phase, and ended with
- an optional Fortification phase. This type of game is now called a
- "Sequential Play" game. A new "Non-Sequential Play" option is now
- available in version 2.40. This option allows players to freely mix
- the three phases at will. For example, players may start out by
- Attacking, then Fortify, then Deploy, then Attack some more, and so
- on. Your configuration Options are:
- A : Force all new games to use Non-Sequential Play.
- N : No Non-Sequential Play games allowed. Forces all new games to
- be Sequential Play games.
- P : Allow the player who begins a new game to choose Sequential
- or Non-Sequential play for his game. (preferred).
- Note: If you have not registered your copy of Global War, this value
- is not configurable. A value of "N" will be used regardless of what
- you set it to.
-
- LINE 38: Enable mouse when in local mode? Y/N
- Y : Allow Sysop to play using a mouse in local mode (mouse driver must
- be installed).
- N : Disable local mouse support, even if a mouse and driver are
- installed. Use this if you're experiencing some sort of incurable
- mouse problem.
-
- LINE 39: COM1 BaseAddress,IRQ (Standard setting: 3F8,4)
- LINE 40: COM2 BaseAddress,IRQ (Standard setting: 2F8,3)
- LINE 41: COM3 BaseAddress,IRQ (Standard setting: 3E8,4)
- LINE 42: COM4 BaseAddress,IRQ (Standard setting: 2E8,3)
- These four lines allow you to configure the Base Address and IRQ
- (Interrupt Request) for Comm Ports 1 through 4 when using Global War's
- internal serial communication routines (these do nothing if you're
- using a FOSSIL driver). It's highly recommended that you don't mess
- with these unless you know what you're doing. The most common use for
- these is if you are running more than 2 serial ports in one PC. For
- example, you could run 4 modems in one PC by setting COM3 to use IRQ5
- and COM4 to use IRQ7 on your serial card and setting line 41 to 3E8,5
- and Line 42 to 2E8,7. Each active COMM port must use a different IRQ.
-
- LINES 43-47: Bulletin files to display
- You may specify up to 5 bulletin files for callers to read here.
- These files will be available for callers to view at the Global War
- main menu. The lines must consist of a filename (with path if the file
- is not in the same directory as war.exe), followed by at least one
- space, followed by a description. The first character of this
- description must be followed by a colon, and the players will select
- this letter to display the file. Do not use the letters I, T, R, P,
- S, B or Q as they are already used on Global War's main menu. If the
- file's extension is .ANS, the entire file will be displayed without
- any pausing. If it's extension is anything else, the file will be
- read a line at a time and displayed one screen at a time.
-