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- IMPERIUM REX - v2.10 Copyright (c) 1989-1995 Brainstorm Software
- <ONLINE HELP - REX.HLP> Indexed to REX.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_.
-
- ---------------------- INTRO STORY ---------------------]-------
- |STORY1,S
- IMPERIUM REX - INTRODUCTION (p1/8)
- _A game of empire building and emperor making_
-
- "The crown, thou a glittering prize,
- will rest heavily upon thy brow.
- Thou will soon find that the power of command,
- the power to lead, the power to set the freedom and
- rights of others, leaves you with precious little
- freedom and choice yourself."
-
- "Power wisely used,
- and justice tempered with mercy,
- are the corner stones of government.
- Think and choose wisely, before reaching for that
- glittering prize,
- Think twice before wishing to be a leader of men.
- Pray thou will not be remembered with a curse,
- but expect no recognition for thy sacrifices and
- labour." ...
-
- |STORY2,S
- IMPERIUM REX - INTRODUCTION (p2/8)
-
- "Thou can please some of the people some of the time,
- but thou can not please all the people all the time.
- To thou, if thy grasp that prize, fall the duty of
- doing what must be done, to make the difficult
- decisions, well knowing thou will get little reward
- or recognition, but plenty of curses for thy trouble."
-
- "Remember, the glittering crown of leadership must sit
- on someone's brow,
- better for all if they be worthy and capable. Dost thou
- believe thy art that someone?
- Only one way for thy to find out..."
-
- So talked the mysterious old man with the fiery eyes so
- long ago. Much has happened since then - perhaps it
- would be wise to review the past and reaffirm your
- purpose before you go on? ...
-
- |STORY3,S
- IMPERIUM REX - INTRODUCTION (p3/8)
-
- As a student of history and societies you have long
- known that not all modes of government are equally
- effective, efficient, or successful. All claim to work
- for the best interests of its citizens, but surely only
- one is the best. Determined to find the superior mode
- of government you developed the theory of
- socio-economics, which allowed you to evaluate various
- methods of government.
-
- Democracy, you found, is inherently inefficient, slow,
- and wasteful, being ruled by the vocal minority and the
- ignorant masses. It is incapable of a concentrated
- effort, and the focus of energies necessary to solve the
- problems facing humanity. ...
-
-
-
-
- |STORY4,S
- IMPERIUM REX - INTRODUCTION (p4/8)
-
- Dictatorships, while very efficient, fail to serve its
- citizens. Sooner or later revolution or counter coup
- cause them to fail, usually precipitated by the death of
- the dictator (accidental or otherwise).
-
- Elitism, the government by a small elite, while more
- stable than dictatorships, and capable of concentrated
- long-term efforts unlike democracies, eventually must
- fail. Sooner or later they result in stagnation and
- waste as the ruling class becomes increasingly decadent.
-
- Bureaucracies are efficient under the conditions that
- brought them about, and can be remarkably beneficial to
- its members. But, often they can be more dictatorial
- than the worst of dictatorships, lacking even a dictator
- as focus for its citizens' anger when they are trampled
- by a faceless bureaucracy. Also, bureaucracies grow ...
-
- |STORY5,S
- IMPERIUM REX - INTRODUCTION (p5/8)
-
- to enormous sizes - never has a bureaucracy succeeded in
- downsizing, or adapting to a change in environment.
-
- Using your theories of socio-economics, you found that
- in all of history only an empire had the drive and focus
- necessary to solve its problems while benefiting its
- citizens. The emperor, acting as a leader and a focus
- for his people has the power to do what must be done,
- while working for the best of all. The emperor will
- delegate the duties of command and power to those who
- have the skills to use them, while preventing
- exploitation of the citizens from whom his power flows.
- Only in an empire is there the focus of leadership and
- power necessary for an efficient, benign government,
- capable of doing truly great work. Only an empire has
- provided the benevolent guidance humanity needs, while
- letting those with the skills to do a task do it. ...
-
- |STORY6,S
- IMPERIUM REX - INTRODUCTION (p6/8)
-
- Only in an empire is there benevolence and power. In an
- Empire there are Heroes, Glory, and Justice!
-
- Using and explaining your theories of socio-economics,
- you have slowly gained control of your home city - the
- populace realizing YOU are the one to efficiently and
- benignly govern them. Ideally, given time the whole
- planet - nay, the whole Galaxy - would join united under
- your Imperial banner, and all of humanity would be
- governed efficiently, for the good of all.
-
- Unfortunately your secret theories of socio-economic
- control were stolen. The usurpers are presently using
- _your_ theories to make their own empire, forming an evil,
- oppressive dictatorship and rapidly enslaving all of
- humanity for their own ends and pleasures. ...
-
-
- |STORY7,S
- IMPERIUM REX - INTRODUCTION (p7/8)
-
- If you are to save humanity from eternal slavery under
- this evil dictatorship that your theories helped to
- create, _you_ must rapidly build your own empire and crush
- the usurpers - for the good of humanity. This means
- abandoning your policy of slow voluntary inclusion in
- your empire. For the good of humanity YOU must guide
- those who will follow (and force those who do not) to
- do your bidding - to do what must be done. If you
- succeed, your plans of government, used in your empire,
- will allow you to benevolently guide, help, protect, and
- _rule_ humanity - for the benefit of all of humanity.
-
- Save your modesty! How could there be anyone else more
- qualified for this job than you? [ed. note] ...
-
-
-
-
- |STORY8,S
- IMPERIUM REX - INTRODUCTION (p8/8)
-
- _Disclaimer:_
-
- The above statements are not necessarily the opinions of
- the author or Brainstorm Software, nor are they
- necessarily opinions at all. They have been included as
- a fictional story introducing a recreational computer
- simulation. They are fictional and any similarities or
- disagreements with your view of reality is entirely
- coincidental.
-
- _WARNING: This simulation can take months to complete!_
- Brainstorm Software is not responsible for personal
- productivity loss while engaged in this recreational
- activity.
-
-
- END.
- --------------------------------------------------------]-------
-
- |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.)
-
- |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.
-
- |SAVEG2,E
- Game saved to...
-
- The game has now been saved using the same filename
- and pathname specified when loading the game, or the one
- specified if recently saved using the _Save As..._ option.
-
- |EOTCAP,K
- End of turn: Objects still capable of moving
-
- This is just a reminder that there is at least one
- object with a non-zero movement count (and is therefore
- capable of moving this round). Clicking _OK_
- acknowledges this, having the option of ending the turn
- or cancelling the end of turn request immediately after
- the acknowledgement.
-
- Note that you will not receive a "bonus" movement count
- next turn for any objects that are non-zero this turn.
-
- |NEMTCR,Q
- Not enough MegaCredits to collect resources
-
- Given the current funds spent on resource collection
- this turn, you will not have enough credits to spend
- on collection of resources next turn, assuming the same
- collection pattern and the same tax income.
-
- You may remedy this by selectively turning off
- collection of resources in settlements, if possible.
- Otherwise, when credits run out during collection next
- turn, whatever collecting that would normally be done
- after that point will not take place.
-
- Note: This does not take into account the loss or gain
- in MegaCredits at the posting of a transaction on the
- global market that may take place at the end of this
- turn.
-
- |NEMORT,K
- Not enough resources/MegaCredits to complete transaction
-
- You cannot end this turn until you change your market
- transaction so that you have enough money and/or
- resources.
-
- It is possible you issued the transaction during the
- turn when it may have been valid, but you spent money
- and/or resources to build an object, or shipped
- resources away from your HQ afterwards (or you just made
- an error).
-
- |ODHSNN,K
- Hostile surface destroys object
-
- This scenario should not occur - if it does, please let
- me know! Normally, there should be no way that an
- object can be located on an incompatible surface without
- it being inside a city/settlement or loaded on a
- transport, which normally would be destroyed if the
- city/settlement/transport was destroyed. I would
- consider this a bug in the code somewhere. Please save
- your game immediately and keep it aside and notify me
- if possible.
-
- |ADVTLF,N
- Failed tech-level advancement
-
- The funds invested in research for the advancement of
- this tech-type have gone to waste, due to the
- inadequate management of the distribution of the funds
- and/or due to the insufficient knowledge base.
-
- All the managers and scientists in this tech-group have
- been reprimanded, and strongly encouraged to perform up
- to your expectations.
-
- Perhaps if you try investing more money, they may
- contribute sufficient effort and lack of stupidity to
- succeed.
-
- |ADVTLS,G
- Succeeded in tech-level advancement
-
- The managers and scientists in this tech-group
- contributed sufficient effort and lack of stupidity to
- succeed.
-
- They have been rewarded appropriately.
-
- |TOOMAO,I
- Too many objects to produce another
-
- There are too many objects in your empire to manage and
- support to build another one. You must first select one
- to be disbanded and dismantled before issuing production
- orders.
-
- This is accomplished using the _Orders, Disband object_
- option.
-
- |WAITLS,N
- Place production request in waiting list?
-
- You do not have enough MegaCredits or resources to begin
- production on the specified object. Placing the request
- in the waiting list will ensure that production on the
- object will begin as soon as the city obtains sufficient
- resources and/or MegaCredits.
-
- One production order can be placed in the waiting list
- for each tech-type. If two or more production orders in
- the waiting list are able to execute at the same time,
- but there are not enough resources/MegaCredits for both,
- you will be notified and requested to select the item to
- begin producing first.
-
- |TMOTBR,M
- Too many objects to build a resource container
-
- There are too many objects in your empire to manage and
- support to build another one. You must first select one
- to be disbanded and dismantled before attempting to pack
- resources which creates container objects.
-
- This is accomplished using the _Orders, Disband object_
- option.
-
- An alternative to packing is to create an _RTS_ (Rail
- Transport Schedule) and transport the resources this
- way, where no resource containers need to be created.
-
- |CBSATS,E
- Invalid location to build settlement
-
- Settlements cannot be constructed immediately beside a
- city or another settlement (or of course inside a city
- or settlement).
-
- |ASDEST,K
- Anti-Sat Defense Establishment
-
- This is a semi-permanent establishment that continuously
- scans for enemy satellites passing by within its range.
-
- You will be notified if a satellite is detected, and
- asked if you want to destroy it with one of its
- missiles, if in attack range.
-
- When the last missile is fired, this establishment will
- be dismantled.
-
- |TMRTDC,F
- Too many resources too dismantle container
-
- If the combined number of resources in the container and
- in the city/settlement for a particular type exceeds the
- maximum (set at 255), the container cannot be dismantled
- and the resources cannot be added to the reserves.
-
- |NSTORE,I
- No schedule assigned to resume
-
- The _Resume_ option is to be used to instruct an RT to
- continue following the schedule assigned to it, from the
- point where the schedule was interrupted by a clear to
- the RT's orders, or from the new point in the schedule
- that may have been set - the city/settlement schedule
- item that the RT will proceed to is indicated in the
- schedule itself by the _>_ in the left-most column.
-
- |CURTSR,Q
- Cannot unload RTS resources while active
-
- This is a precautionary measure to make sure that RTS
- resources are not unloaded by accident while an RT is
- following a schedule.
-
- RTS resources are those that are transported on a
- schedule basis and are not packaged so that they can
- be unloaded as independent units. The option for
- unloading them as an entire group is provided in the
- event that in an unusual situation where the schedule
- needs to be abandoned and the capacity of the RT is
- required, that the RTS resources can be unloaded.
-
- To proceed, the orders of the RT must be cleared and the
- RTS resources must be unloaded _inside_ a city or
- settlement.
-
- |COURTS,G
- RTS resources can only be unloaded in city/settlement
-
- Due to the method of packaging and transporting
- resources on a schedule basis, they cannot be unloaded
- as independent units. Therefore, RTS resources can only
- be unloaded in a city or settlement, where the necessary
- equipment exists.
-
- |NEMPTU,J
- Not enough movement points to unload
-
- The object to be unloaded must have enough movement
- points to move from the surface that the object and its
- transport is on.
-
- The most probable reason for this notice is that you
- tried to both load this object onto a transport and
- unload it in the same turn. Your empire _may_ be
- efficient, but not _that_ efficient!
-
- |NEFUTU,K
- Not enough fuel to unload
-
- If the object to unload has no fuel, it cannot be
- unloaded as an independent unit. To resolve this, you
- can either load fuel onto the transport (if there is
- room) so the object can fuel itself up in the following
- turn, or you can unload the object in a city or
- settlement (where they can drag it off).
-
- By the way, the city/settlement you unload the object
- into does not have to have fuel either.
-
- |TOINCL,G
- Not a compatible load
-
- The transport you are trying to load this object on to
- is not designed to carry it. The list of objects that
- a particular transport can carry is displayed in its
- object window, and is also available in the "off-line"
- documentation.
-
- |ROOMTC,K
- Used up funds collecting resources
-
- Since you have no control over which cities collect
- resources first (which is determined by object number),
- but you do have some control over the collection of
- settlements, it is recommended that you turn off
- collection of settlements that are non-vital to save
- MegaCredits. If that is not possible, you must hold
- back on object production until your tax income raises
- your total funds to a safe level (or you could play the
- global market and hope to make some money).
-
- |RUCORO,D
- Repair unit is busy
-
- A repair unit can only repair one damage point per
- object per turn.
-
- |TOCCOD,I
- Choose object to disband to take this city
-
- There are too many objects in your empire to manage and
- support to acquire another one. You must first select
- one to be disbanded and dismantled before taking this
- city. It can be any non-city object or any empty
- transport. If you do not choose one, the first one in
- the object list that satisfies this criteria is
- automatically disbanded.
-
- |NOHQTT,F
- Next city taken is HQ
-
- Note that without an HQ, you will not have access to the
- _global market_. All resources in your last HQ have been
- lost, and you will inherit no resources from your next
- HQ.
-
- |MHASDE,D
- A mine has detonated
-
- Either an enemy object or your object has triggered the
- detonation of your mine.
-
- |ABIRSD,M
- A break in rail/road has been detected / canal destroyed
-
- Either an enemy object or your object has deliberately
- destroyed a piece of rail, road, or canal.
-
- Note that if an object is bombed and destroyed on a
- rail, road, or canal segment, that segment will also be
- destroyed.
-
- If a bomb is dropped directly onto a rail or road
- segment, it will always be destroyed. If one is dropped
- onto a canal, the probability of it being destroyed is
- determined in the Game Parameter Table.
-
- |DETFEO,F
- Detector has scanned an enemy object
-
- One of your detectors has scanned the presence of an
- enemy object somewhere within its range.
-
- The enemy object has not noticed the scan.
-
- |DETFES,H
- Detector has scanned enemy object and is exposed
-
- One of your detectors has scanned the presence of an
- enemy object somewhere within its range.
-
- The detector was aware that the object has noticed the
- scan, and it self-destructed so that it cannot be traced
- back to you.
-
- |ALSODE,H
- Also destroyed...
-
- If a _transport_ has been destroyed, all that it carried
- has also been destroyed.
-
- If a _city_ has surrendered, all objects in the city have
- been destroyed by the occupants, so that they will not
- fall into your hands.
-
- |YSADSD,F
- You spotted a detector
-
- One of your objects has detected the active scan of an
- enemy detector. Detectors are designed so that they are
- able to determine when their scan has been noticed, and
- to self-destruct if this is the case.
-
- |LORCRP,F
- The last of its items has been placed or fired
-
- In the cases of rail constructors, road constructors,
- detector placers, or anti-sat defense, you are notified
- when they have placed or fired the last of their items,
- and then they dismantle themselves.
-
- |CLSCTM,F
- Too many satellites to launch another
-
- Only _5_ satellites may be launched at any one time. If
- the need is critical to launch this one, you have the
- option of sending a destruct message to one of the other
- satellites already in orbit.
-
- |NMFLFS,G
- No maneuvering fuel left
-
- Once all the maneuvering thruster fuel has been used up,
- the orbit of the satellite cannot be altered. It will
- continue in its current trajectory until such time as
- you order its destruction (unless the enemy destroys it
- with _anti-sat defense_).
-
- |ESSORA,F
- Enemy satellite out of attack range
-
- This message will come up each turn if this is a
- stationary satellite. If so, you may want to produce
- another _anti-sat builder_ and move it to within attack
- range.
-
- |YMHHQM,H
- Cannot access market without HQ
-
- You need to have a city (ie. a semi-permanent
- infrastructure) to be recognized as a relatively low
- risk, semi-stable trading organization to be granted
- credit and a license for trading. They will not admit
- stragglers from the countryside to the trading forum,
- no matter how many MegaCredits you _claim_ to have.
-
- |GMHCSL,M
- Global market has changed
-
- This is a notification that the current resource stock
- of the marketplace has changed since your last
- transaction.
-
- Your transactions are not accounted for - ie. if no
- other transactions have occurred other than your own,
- you will still receive this notification.
-
- Note that if the net effect of all trading on the market
- since, and including, your last transaction is zero,
- this message will _not_ appear.
-
- |AYSWLG,E
- Confirmation to quit
-
- This confirmation appears whether or not you just saved
- the game. It is just a reminder to make sure you have
- saved the game if desired.
-
- |COOAOB,I
- Clear orders of all objects?
-
- This will clear the orders of all objects _except_ the
- following:
- _Cities_: Production is not changed.
- _All loaded objects_: They will all remain loaded on
- their transports.
- _RT's following a schedule_: Their RTS will not be
- interrupted.
-
- |ABFNPR,F
- Abort for new production?
-
- The resources and MegaCredits invested in producing an
- object will be lost if production is aborted.
-
- If aborting a _waiting list_ order, nothing is lost.
-
- |CONPMH,I
- Plant mine confirmation
-
- Once a mine is placed, it cannot be moved or disabled.
-
- It can only be detonated by the first object that it
- detects - be it one of your objects, or the enemies'.
-
- See the "off-line" documentation for a list of objects
- that can trigger a mine detonation.
-
- |CONDES,G
- Devastate city confirmation
-
- Once a city is devastated, it is reduced to a pile of
- worthless rubble that no one would care to inherit,
- except perhaps the homeless squatters if any shelter
- remains - no, you will not be able to collect taxes
- from these people (get real!).
-
- |CONEDH,E
- Establish anti-sat defense confirmation
-
- Once anti-sat defense is established, it cannot be
- moved. It will only cease to exist here if it is
- disbanded, destroyed, or if it uses up its missiles.
-
- |CONDCO,J
- Objects in city - confirm devastation
-
- You would not be looked upon favourably by your people
- if you send your loyal fighters to their death, if it
- could easily have been avoided by warning them that you
- will be devastating the city and so it would be wise
- for everyone to vacate the premises.
-
- It is likely that they would appreciate an evacuation
- order.
-
- |UPRIDE,F
- Unload priority delivery?
-
- This is a priority item that has been designated to
- arrive at a particular city or settlement according to
- the rail transport schedule. This is a confirmation
- that you want to unload it prematurely.
-
- |CONRTG,D
- RESIGN GAME - CONFIRMATION
-
- If you do not choose a new HQ, this will be interpreted
- as a wish to surrender. Is this what you really want?
-
- |NYTURN,I
- It is now your turn
-
- _--->_ Dummy option - prevents user from accidentally
- pressing _RETURN_ twice at _End of turn_ which would
- begin the next player's turn if this option was not
- here.
-
- _OK_ Acknowledge that it is your turn, and that all
- people that should not look are not looking.
-
- |SGOOPL,K
- There is a winner
-
- The game is over, depending on interpretation.
-
- _SAVE_ Save the game and quit (if you wish to examine the
- current game state in the editor).
- _QUIT_ Quit the game without saving current game state.
- _RESUME_ Resume the game given that one or more players
- are no longer in the game and having acknowledged
- victory. You would probably only choose this option if
- you wish to conquer the remains of the neutral player.
-
-
- |SUPERM,U
- Main game menu options
-
- _Game_ Provides a menu for saving, quitting, examining
- the market, sending messages, and other options.
- _Move Mode_ Enters object movement mode where objects may
- move or ask for orders. This mode must be manually
- entered when your turn begins. You may exit move mode
- at will, and then enter it later to continue movement.
- This mode ends when there is nothing left to move and no
- orders are needed from you.
- _Tactical_ Enters tactical mode, where the map can be
- scrolled at will, and objects may be selected for
- non-movement related orders.
- _Reports_ Provides a menu for viewing various reports.
- _Orders_ Provides a menu for larger-scale orders, such as
- RT Schedule maintenance.
- _Observation_ Provides a menu for observing various
- aspects of your empire.
- _End of Turn_ Is your acknowledgement that you have
- completed all you want to accomplish this turn. There
- is a confirmation request after selecting this.
-
- |SPFILM,K
- Game submenu options
-
- _Save_ Saves game to lastly specified file.
- _Save As..._ Saves game to a file you may now specify.
- _About..._ Produces game introduction story.
- _Market_ Accesses global market for inspection and
- the issuing of transactions.
- _Messages_ To send a one-line message to another player.
- _Options..._ To change game or player options.
- _Quit_ Exit this program without automatically saving.
- _<RB>_ Main menu
-
- |REPMEN,N
- Reports submenu options
-
- _Object Symbols_ Produces table of object symbols/names.
- _Tactical_ Lists and reports on status of all
- movement-associated objects (tanks, hover-scouts, etc.)
- _Logistical_ Lists and reports on status of all
- logistics-associated objects (fuel, settlements, etc.)
- _City Status_ Lists and reports on status of all cities.
- _General Status_ Reports on resource collection and
- MegaCredit expenditure and income, and provides a table
- of alive/dead counts for all objects.
- _Satellite Stats_ Lists all satellites, either launched
- or not launched.
- _<RB>_ Main menu
-
- |ORDMEN,R
- Orders submenu options
-
- _Clear all orders_ Clears orders of all
- movement-associated objects following a confirmation.
- _RT Schedules_ Lists all RT Schedules, including
- schedule slots that are not used.
- _Create Schedule_ To overwrite/create an RT schedule in
- a selected slot.
- _Disband object_ To select an object to disband.
- _Resign to NP_ To eliminate yourself from the game.
- _<RB>_ Main menu
-
- Note that RT Schedule options are not available when
- playing a _pooled resources_ game.
-
- _Disband object_ is not available unless the total number
- of objects exceeds 279. The maximum number of objects
- allowed is 300.
-
- |OBSMEN,T
- Observation submenu options
-
- _Select object_ To keep in view a selected object in the
- observation window.
- _Satellite view_ To keep in view a selected satellite in
- the observation window.
- _View scan range_ Highlights the scan ranges of all
- objects.
- _Attack range_ Highlights the attack ranges of all
- objects.
- _Surveyed area_ Highlights the resource-scanned area.
- _Objects_ Produces a graphical map of all objects,
- colour-coded by player.
- _Known Resources_ Produces a graphical map of all known
- resources, colour-coded by resource type.
- _Infrastructure_ Produces a graphical map of all your
- cities, settlements, roads, railroads, and canals.
- _Collected Res._ Produces a graphical map of all
- collected and uncollected resources.
- _<RB>_ Main menu
-
- |EOTMEN,D
- End of turn submenu option
-
- _Confirm EOT_ Select to confirm end of turn.
- _<RB>_ Main menu
-
- |PROMEN,P
- Production options
-
- _PRODUCE_ Give production orders for selected object.
- _CANCEL/<RB>_ Ignore selection - exit production menu.
-
- If selected tech-level advancement, _Produce_ will invest
- the specified number of MegaCredits and attempt to
- advance a tech-level.
-
- If selected an object, _Produce_ will invest the resources
- and MegaCredits into the production of that object,
- _unless_ an object of its tech-type is already being
- produced, in which case you will be asked if you want to
- about current production; or unless an object of its
- tech-type is in a waiting list, in which case you will
- be asked if you want to cancel the waiting list item.
-
- |TTPMGT,E
- Too many guards
-
- You have a limit to the number of guards a city can
- sustain. This limit is explained in the "off-line"
- documentation.
-
- |PACKOP,K
- Package resources options
-
- _+_ Add one resource to the container.
- _-_ Remove one resource from the container.
- _F_ Fill the container.
- _PACK_ Confirm packing the specified number of resources
- of each type into a container.
- _CANCEL/<RB>_ Do not pack resources - abort.
-
- There is a maximum capacity of 5 resources per
- container.
-
- |BSRMEN,V
- City orders options
-
- _PRODUCTION_ Change production/View capability.
- _PACK_ Pack some resources in city into a container.
- _OK/<RB>_ Exit city orders window.
-
- This window shows the current production list, where
- items in blue are objects being produced, items in red
- are waiting list objects, and items in yellow are
- confirmation objects - in this case, you should enter
- the _production_ window and select which one of the
- confirmation objects should be produced first.
-
- If the resource type is bright blue, one of that type is
- collected each turn; if it's cyan, two or more are
- collected. _Guards_ shows the number of guards out of the
- maximum allowed, _Hits_ shows the number of hits left out
- of the maximum given the current number of guards, _Fuel_
- shows the total number of fuel units and the number of
- fuel depots inside this city. Beside each tech-type is
- the current tech-level and the number of turns before
- advancement is possible.
-
- |SETMEN,J
- Settlement orders options
-
- _PACK_ Pack some settlement resources into a container.
- _G,M,O_ Toggle collection of resource type.
- _OK/<RB>_ Exit settlement orders window.
-
- This window shows the number of hits left out of its
- total, the resource collection state (on or off), and
- the total number of fuel units and the number of fuel
- depots inside the settlement.
-
- |CLIMEN,N
- Object orders options
-
- _NEW ORDERS_ For most objects, clears orders.
- _WAIT_ Gives object orders to wait one turn.
- _OK/<RB>_ Exit object orders window.
-
- This window shows current orders, hits left out of total
- hits, fuel left out of total fuel capacity, and for some
- particular objects, specific item inventory such as
- rail/road sections, detectors, repair units, and canals.
-
- _NEW ORDERS_ will produce a selection for the following
- objects: settler units, mine layers, devastators, and
- anti-sat builders.
-
- |RECMEN,I
- Resource container orders options
-
- _NEW ORDERS_ Clears its orders.
- _WAIT_ Gives container orders to wait one turn.
- _UNPACK_ Unpack and dismantle container (only in a city
- or settlement).
- _OK/<RB>_ Exit container orders window.
-
- This window shows current orders, and resource contents.
-
- |TRAMEN,S
- Transport orders options
-
- _NEW ORDERS_ Clears orders except for RT - produces RTS
- options.
- _WAIT_ Gives transport orders to wait one turn.
- _OK/<RB>_ Exit transport orders window.
- _UNLOAD_ Unload an object.
-
- This window lists the objects that are loaded, and the
- object types that can be carried, their weights, and the
- number of these types of objects that are currently
- loaded. It also shows the weight capacity left out of
- the total capacity, the fuel left out of the total
- capacity, and the hits left out of total hits.
-
- The current orders of the transport are shown, and if
- the transport is an RT and is assigned to a schedule,
- the schedule number is shown as well as the current item
- number of the schedule that is active.
-
- |RTOMEN,R
- Rail Transport orders suboptions
-
- _CLEAR_ Clear current orders.
- _ASSIGN_ Assign this RT to a rail schedule.
- _RESUME_ Resume a rail schedule that was previously
- active.
- _<RB>_ Do not change current orders.
-
- Assigning a schedule will cause the RT to immediately
- begin following it - called the _active_ state. This
- option will bring up a list of schedules to choose from.
-
- Resuming a schedule will cause the RT to proceed to the
- next destination as shown in the schedule.
-
- Clearing orders while a schedule is active will cause
- the schedule to temporarily cease, until such time as it
- can be resumed.
-
- |ATTMEN,V
- Attack orders options
-
- _ATTACK_ Proceed with the attack.
- _CANCEL/<RB>_ Cancel attack command.
-
- This window shows the object type and player you are
- going to attack, and the object type you are attacking
- with along with some statistical information about the
- predicted outcome of the attack.
-
- Probability of being destroyed on retaliation is based
- on the enemy you are attacking having full damage
- potential when attacking you, and accounts for the
- number of hits your object has left. If you are
- attacking a city, this is unknown as you do not know
- the number of guards in the city. If you are attacking
- a bomber, this is based on the bomber _attacking_, not
- _bombing_!
-
- Your damage potential decreases linearly as you lose
- movement points. Therefore the more you move before
- attacking, the less damage you can do.
-
- |ARESUL,F
- Attack Report
-
- The total number of hits this turn reflects the total
- damage points inflicted by all objects that have
- attacked this enemy object in this turn (which includes
- damage caused by other enemy players).
-
- |BDSMEN,Q
- City defense system alert options
-
- _ENGAGE_ Engage the enemy object.
- _«_ Reduce by one the number of attacking guards.
- _»_ Increase by one the number of attacking guards.
- _CANCEL/<RB>_ Do not attack this object.
-
- If there is more than one enemy object in attack range,
- and it is scanned (of age 0), selecting _CANCEL_ will
- proceed to the next object for attacking. You can
- adjust the number of guards you are using for attack,
- based on the damage potential you want to use for
- attacking each of the objects in range. For maximum
- damage potential, ensure that there are _no_ idle guards
- when you select _ENGAGE_ (cancelling the attack command
- issued by _ENGAGE_ will _skip_ this object, losing the
- chance to attack it this turn).
-
- |DAMMEN,L
- Damage report
-
- _OK/<RB>_ Acknowledged.
-
- This report shows which object type got damaged (the
- actual object is flashing on the map), the number of
- hits sustained by all who attacked you last turn, and
- the number of hits it has left, unless it got destroyed.
-
- If only one object attacked you, it tells you the object
- type. Otherwise, it tells you that a multiple number of
- objects has attacked you.
-
- |TLOONT,K
- Cannot load object
-
- _OK/<RB>_ Acknowledged.
-
- This message appears when you are trying to load an
- object that is either too heavy for the transport given
- its current load, or is not an object that this
- transport is capable of carrying.
-
- The object you are trying to load now has its orders
- cleared.
-
- |CLONSA,H
- Unlaunched Satellite orders options
-
- _LAUNCH_ Launch the satellite from this location.
- _CANCEL/<RB>_ Exit satellite orders window.
-
- Selecting _LAUNCH_ will produce a menu asking you what
- type of orbit you wish - the launch can still be
- cancelled at this point.
-
- |SALAUM,J
- Satellite orbit selection
-
- _GEOSYNCHRONOUS_ Launch satellite into a stationary orbit
- that will continously monitor the same geographical area.
- _MOVING_ Launch satellite into a moving orbit, in a
- direction to be specified.
- _ABORT LAUNCH_ Abort the launch.
-
- Selecting _GEOSYNCHRONOUS_ will ask you for the specific
- location to be synchronous with.
-
- |SSDOPS,K
- Satellite direction specification
-
- First click on a direction "symbol".
-
- The satellite will move in this direction continuously -
- if the end of the map is reached, it will loop around to
- the other side and continue moving from there.
-
- Once a direction is selected, you can choose to:
- _CONFIRM_ In which case it will be launched.
- _CANCEL_ Forget the whole thing.
-
- |CLSOPS,M
- Change Satellite orbit options
-
- You can select a new direction or _GEOSYNC_, in which case
- it will immediately take effect, or
- _OK/<RB>_ Exit satellite orbit window.
-
- The direction in NSEW notation is shown (unless it is
- stationary) and the amount of maneuvering fuel is shown.
-
- Each time an orbit is changed, one unit of fuel is lost.
- The orbit can no longer be changed when all fuel is used
- up (unless you send it a destruct message, or it is
- destroyed by an enemy anti-sat missile).
-
- |SVLIST,G
- Satellite monitoring options
-
- _MONITOR_ The observation window will follow the selected
- satellite.
- _DESTRUCT_ The satellite you selected will be destroyed
- (after a confirmation).
- _CANCEL/<RB>_ Exit satellite monitoring window.
-
- |NASDAK,G
- City defense system alert - satellite scanned
-
- Your city has scanned an enemy satellite at the location
- that is flashing. It cannot be destroyed unless you
- have _anti-sat defense_ built and in attack range.
-
- You do not know which player owns this satellite.
-
- |ASDSID,K
- Anti-sat defense alert - in attack range
-
- _DESTROY_ Destroy the satellite at the location that is
- now flashing.
- _ABORT_ Do not destroy it.
-
- You have scanned a satellite at this location which is
- in attack range. You do not know which player owns this
- satellite.
-
- Shooting it down requires one missile.
-
- |MARKOP,U
- Global Market
-
- Under the _Transaction_ heading, clicking on _₧_ under the
- _To Buy_ heading is a request to buy one pack of resources
- from the market (or would reduce the number you are
- selling by one pack), and under the _To Sell_ heading is a
- request to sell one pack of resources to the market (or
- would reduce the number you are buying by one pack).
-
- _OK/<RB>_ Acknowledges the current state, including the
- current transaction if any.
-
- All resource transactions are by the pack (5 units of
- the same type of resource). At the top is a chart
- showing the current stock of the market, with buying and
- selling prices. Underneath is the state of the market
- before your last transaction was posted, along with the
- details of your last transaction.
-
- All transaction postings are done at the end of your
- turn.
-
- |GENREP,O
- General Status Report (screen 1)
-
- _MORE/<RB>_ Acknowledged.
-
- The _RESOURCE DATA_ shows the resources just collected,
- and the total amount in reserves (if not playing _pooled
- resources_, this is the total of all individual pools).
-
- The _OBJECT DATA_ tells you the total number of objects
- you have, and whether or not you have too many!
-
- _MEGACREDITS_ shows you the number of MegaCredits you
- have, your tax revenue (as a function of the total
- tech-levels of all your cities), and your cost of
- collecting resources.
-
- |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.
-
- |ASKTON,K
- Change object name?
-
- _NEW NAME_ Change the name of this object.
- _OK/<RB>_ Do not change the name of this object.
-
- Names can have a length of at most 19 characters, of any
- type (any printable character).
-
- Selecting _NEW NAME_ will highlight the name entry field
- in the top left corner, where you may edit the current
- name.
-
- |SOSELO,O
- Select object for high priority monitoring
-
- You may use the standard map scrolling methods to locate
- and select the object you wish to continuously monitor
- in the observation window. It can be any object as long
- as you own it. If more than one object exists at the
- selected location, the object monitored will be the
- city, settlement, or transport - none of the objects
- inside a city/settlement or loaded on a transport can be
- selected in this way.
-
- _<RB>_ Cancels operation.
-
- Monitoring will be cancelled by any manual repositioning
- of the observation map.
-
- |SOSATP,I
- Select location of satellite
-
- You may use the standard map scrolling methods to locate
- and select the location where you wish your satellite to
- be. The first time you select a location, the scan
- range of the satellite is highlighted and the location
- selected will be flashing. You may at this point select
- another location instead, confirm this location by
- clicking on it again, or abort the launch using _<RB>_.
-
- |SOSEHQ,G
- Select city to be new HQ
-
- You may use the standard map scrolling methods to locate
- and select the city you wish to designate your new HQ.
-
- Pressing _<RB>_ will cancel this operation, interpreted as
- a wish to surrender.
-
- |SOOBTD,L
- Select object to disband
-
- You may use the standard map scrolling methods to locate
- and select the object you wish to disband. If more than
- one object exists at the selected location, the object
- disbanded will be the city, settlement, or transport -
- none of the objects inside a city/settlement or loaded
- on a transport can be selected in this way.
-
- _<RB>_ Cancels operation.
-
- There is a maximum of 300 objects per player.
-
- |SOSCAS,P
- Select city/settlement to add to RTS
-
- You may use the standard map scrolling methods to locate
- and select the city or settlement you wish to add to
- your RTS. If you select the same city/sett you added
- first, it is interpreted that this is the last stop in
- the loop and add mode finishes.
-
- _<RB>_ When you are finished adding schedule items.
-
- All schedules are intended to be loops - where you start
- is where you must end. If you use _<RB>_ to finish adding
- items, it is implied that the very next stop will be the
- city/sett specified as the first item.
-
- There is a maximum of 16 schedule items.
-
- |SOLRTM,N
- Select location for RT to move to
-
- You may use the standard map scrolling methods to locate
- and select the location of where your RT should proceed
- to as a schedule item. Do not select a location where a
- semi-permanent object exists - if the RT is given orders
- to move to that location and an object is in the way, it
- will alert you to this effect and cannot automatically
- proceed to the next schedule item. If you want the RT
- to proceed to the same location as a city, just add the
- city as an item and if desired, do not set any load or
- unload orders.
-
- _<RB>_ Cancels the addition of this MOVE TO item.
-
- |SATFND,H
- Satellite scanned the enemy in this vicinity
-
- At least one enemy object has been scanned within the
- range of this satellite.
-
- The location of the satellite is flashing.
-
- _OK/<RB>_ Acknowledged.
-
- |CDTOBN,D
- This object is not disbandable
-
- You can not disband cities (or your HQ), or non-empty
- transports. Any other kind of object is disbandable.
-
- |SERTSL,P
- RT Schedule selection
-
- _SN_ Schedule number (maximum of 15 schedule slots)
-
- _Assigned RT_ The name of the RT assigned to this
- schedule, or _< Unused >_ if this schedule slot is empty,
- or _* None *_ if this schedule slot is not empty but no RT
- has been assigned to it.
-
- _ON_ The object number of the assigned RT, if any.
-
- _Status_ Whether or not the schedule is _active_.
-
- A schedule is _active_ if an RT is currently following it.
-
- _<RB>_ Exits RTS selection window.
-
- |RTSADD,P
- Select item type to add to schedule
-
- _CITY/SETT_ Add a city or settlement.
- _WAIT_ Add a wait command.
- _MOVE TO_ Add a movement command.
- _<RB>_ Cancel operation.
-
- The _WAIT_ command is used to tell the RT to wait a
- specified number of turns before proceeding to the next
- schedule item.
-
- The _MOVE TO_ command is used to direct the RT in the
- proper direction if there is an ambiguity in the rail
- infrastructure, and the _MDT (Minimum Distance Tracking)_
- of the RT cannot correctly decide on the proper path to
- the destination. See "off-line" documentation.
-
- |RTSEDI,U
- RTS Viewing/Editing options
-
- > Click in the first column to change the orders to a
- new item. Click in the section to the right of _OBJ_ on
- an item line to insert/delete an item. Click on any
- resource quantity in the _ORDERS_ section to increase or
- decrease the value (depending on context) - it cannot
- exceed the maximum weight capacity of the RT. Click in
- the _Priority_ section for a city/sett item under _O_ to
- toggle through the list of objects that can be loaded as
- a priority item, and under _DST_ to select the destination
- of this priority object. Click in this section for a
- _WAIT_ item under _O_ to increment the wait count, and under
- _DST_ to temporarily suppress the _WAIT_.
- > Click on the indicated line above this table to
- produce a load analysis.
- > Click on the blank item line just underneath the last
- item in the list to add an item.
- > _<RB>_ Exits RTS window (changes have immediate effect)
- _RTT_: Round Trip Time (updated at item 1)
- _TSLV_: Turns Since Last Visited this item
-
- |RTSANA,R
- Resource load analysis screen
-
- Any button click exits.
-
- Displayed is the resource load on departure for each
- schedule item and the total weight, and a histogram as a
- graphical representation of the load of the RT for each
- item. If the load is not balanced (ie. the number of
- resources loaded and unloaded per type do not match),
- this is indicated and the predicted resource load data
- would be meaningless.
-
- If the current weight of the transport is as expected
- according to the schedule, a _√_ is displayed beside the
- weight.
-
- This weight analysis assumes the RT was empty when the
- schedule has started.
-
- |RTSAIQ,F
- Add new item to list?
-
- You will be asked to choose from three types of items to
- add, if you proceed.
-
- There is a maximum of 16 items per schedule.
-
- |RTSCIO,H
- Change orders of RT to a different item?
-
- Select one of the flashing arrows (_>_) to change the
- orders of the RT so that it will instead proceed to this
- new item. The current orders are shown by the yellow
- arrow.
-
- _<RB>_ To not change schedule orders of RT.
-
- |RTSCOC,F
- Confirmation to change RTS orders
-
- This could have the consequence of unbalancing the
- schedule, if you are bypassing a loading/unloading item.
- It is also possible that the timing change will have
- adverse effects. But you are the boss!
-
- |RTSINS,J
- Insert/Delete a schedule item
-
- _INSERT ABOVE_ To insert an item at the current line,
- pushing all items downward from and including this line.
- _DELETE_ To delete the item on this line (there is no
- confirmation).
- _CANCEL/<RB>_ Do not insert or delete anything.
-
- If you select to insert an item, you will be asked which
- type of item to insert.
-
- |RTSCPD,P
- Change priority item destination
-
- Flashing arrows will appear in the column for every
- item. Select a city/sett item as the destination for
- the priority item. The number under the _DST_ heading is
- the object number of the city or settlement that the
- priority item will be delivered to. These object
- numbers are listed on the left under the _ON_ heading.
-
- Priority items cannot be delivered to a _location_, ie.
- a _MOVE TO_ item.
-
- Aside: If there is more than one of the same type of
- object at the city/sett where the priority object is to
- be loaded, it chooses the object that is the least
- damaged, or in the case of a fuel depot, the most full.
-
- |RTSCOF,E
- Overwriting a schedule slot
-
- An RT is following the current schedule you are trying
- to overwrite. As a precaution, you must clear the RT's
- orders first.
-
- |RTSWIA,G
- Overwriting an inactive schedule
-
- This is just a warning message that this current
- schedule you are going to overwrite has been assigned
- to an RT. You may abort this operation following this
- warning, or proceed in which case the RT will be
- deassigned.
-
- |RTSCLR,E
- Create a new schedule?
-
- This is a general confirmation for creating a new
- schedule in the specified schedule slot, whether or not
- the previous schedule exists.
-
- |RTSSAI,J
- Added a city/sett item to schedule
-
- You successfully added this city or settlement to the
- schedule.
-
- The very next stop after your last item will be the
- city/sett you selected as the first item, completing the
- loop.
-
- There is a maximum of 16 items per schedule.
-
- |RTSNMI,H
- No more items may be added to schedule
-
- There is a maximum of 16 items per schedule, including
- all _WAIT_ and _MOVE TO_ commands.
-
- The very next stop after your last item will be the
- city/sett you selected as the first item, completing the
- loop.
-
- |RTSDAM,H
- RT is damaged - hold for repair?
-
- If an RT is damaged and stops in a city as part of its
- schedule, you may hold it for repairs. However, you
- must manually instruct it to _RESUME_ when it asks for
- orders once repairs are completed, and you must also
- consider the possible adverse effects on the schedule as
- a whole for prolonging this stop.
-
- |RTSUSU,E
- Schedule already assigned to another RT
-
- You cannot have more than one RT follow the same
- schedule. The only way to do this is to create another
- schedule with the same items for this RT to follow.
-
- |SMTPSL,O
- Send message to a player
-
- Select which player you want to send a one-line message
- to. This message will be the first thing presented when
- the player's turn starts.
-
- You may send a message to yourself (perhaps to remind
- yourself to do something next turn).
-
- You may also send a message to the neutral player,
- although currently the neutral player does not care to
- read messages - it is another place where you may leave
- a reminder to yourself as it is never cleared.
-
- _<RB>_ Do not leave a message right now.
-
- |MSGANY,D
- Here is a message for you!
-
- Press any button to acknowledge message - it will then
- be immediately cleared.
-
- |TACTIC,V
- Tactical Mode
-
- _<RB>_ Exits tactical mode.
- You may use the standard map scrolling methods to
- observe the world, or click the _<LB>_ on one of the
- following:
- _Your object_ To open its object window and view its
- current status. If you select a _city_ or _settlement_,
- object windows for each object at the same location will
- appear successively, in order of object number.
- _Enemy object_ To tell you the age of the object, and to
- give you the option of removing the icon if you feel the
- location information is too old; or if it is a city of
- age 0, its tech-levels are shown. _<RB>_ exits.
- _Stat option_ To change city or object map stat.
- _Additional Highlighting_: On _+_ to change range, or on
- number to active highlight mode (anywhere you select
- will be highlighted with specified range - _<RB>_ to
- cancel).
- _Name field_ (2nd line/left) For Naming mode (to change
- names of objects you select - _<LB>_ in _Name field_ again
- to cancel, or _<RB>_ to exit tactical mode.
-
- |OBSMAP,O
- Observation (Tactical) Mode
-
- _<RB>_ Exits observation mode.
- You may use the standard map scrolling methods to
- observe the world, or click the _<LB>_ on one of the
- following:
- _Additional Highlighting_: On _+_ to change range, or on
- number to active highlight mode (anywhere you select
- will be highlighted with specified range - _<RB>_ to
- cancel).
- _In 4-line region described in instruction window_
- For a graphical, global map display of highlighted
- areas. In this mode, you may exit using _<LB>_ where
- your map view will be centered on the location of the
- mouse pointer, or _<RB>_ to just exit.
-
- |MM_NOR,Q
- Move Mode
-
- _<RB>_ Skip object (temporary), or click on one of:
- _Name field_ To change the name of this object.
- _Object status field_ (top left corner) Toggle hits/fuel
- and nearest fuel/nearest base status displays.
- _Other Orders_ (top middle) Open object window.
- _Main Menu_ (top right) Exit move mode prematurely.
- _S box_ Set orders to _Standby_.
- ────────────────────────────────────────────────────────
- _A box_ Attack rail, road, or canal (selection follows).
- _Highlighted surface/City or Settlement_ Issue orders to
- proceed to this destination.
- _Transport_ Issue orders to move to and load onto it.
- _Fuel/Repair Unit_ Fuel up or get repaired.
- _Other object_ Issue orders to follow this object.
- _Enemy_ Attack enemy if in range.
-
- |MM_SEA,P
- Move Mode (Sea Objects)
-
- _<RB>_ Skip object (temporary), or click on one of:
- _Name field_ To change the name of this object.
- _Object status field_ (top left corner) Toggle hits/fuel
- and nearest fuel/nearest base status displays.
- _Other Orders_ (top middle) Open object window.
- _Main Menu_ (top right) Exit move mode prematurely.
- _S box_ Set orders to _Standby_.
- ────────────────────────────────────────────────────────
- _A box_ Attack rail, road, or canal (selection follows).
- _Highlighted surface/City or Settlement_ Issue orders to
- proceed to this destination.
- _Fuel/Repair Unit_ Fuel up or get repaired.
- _Other object_ Issue orders to follow this object.
- _Enemy_ Attack enemy if in range.
-
- |MM_PHO,Q
- Move Mode (Photon Cannon)
-
- _<RB>_ Skip object (temporary), or click on one of:
- _Name field_ To change the name of this object.
- _Object status field_ (top left corner) Toggle hits/fuel
- and nearest fuel/nearest base status displays.
- _Other Orders_ (top middle) Open object window.
- _Main Menu_ (top right) Exit move mode prematurely.
- _S box_ Set orders to _Standby_.
- ────────────────────────────────────────────────────────
- _A box_ Attack rail, road, or canal (selection follows).
- _City or Settlement in loading area_ Issue orders to move
- inside.
- _Transport in loading area_ Issue orders to load onto it.
- _Fuel/Repair Unit_ Fuel up or get repaired.
- _Other object_ (Avoid! You will lose your movement pts.)
- _Enemy_ Attack enemy if in range.
-
- |MM_AIR,T
- Move Mode (Airborne Objects)
-
- _<RB>_ Skip object (temporary), or click on one of:
- _Name field_ To change the name of this object.
- _Object status field_ (top left corner) Toggle hits/fuel
- and nearest fuel/nearest base status displays.
- _Other Orders_ (top middle) Open object window.
- _Main Menu_ (top right) Exit move mode prematurely.
- _S box_ Set orders to _Standby_.
- ────────────────────────────────────────────────────────
- _A box_ Attack rail, road, or canal (selection follows).
- _Highlighted surface/City or Settlement_ Issue orders to
- proceed to this destination.
- _Transport_ Issue orders to move to and load onto it.
- _Fuel/Repair Unit_ Fuel up or get repaired.
- _Other object_ Issue orders to follow this object.
- _Enemy_ Attack enemy if in range.
-
- _WARNING:_ If in _Standby_ over water, one fuel unit is
- lost per turn.
-
- |MM_DET,P
- Move Mode (Detector Placer)
-
- _<RB>_ Skip object (temporary), or click on one of:
- _Name field_ To change the name of this object.
- _Object status field_ (top left corner) Toggle hits/fuel
- and nearest fuel/nearest base status displays.
- _Other Orders_ (top middle) Open object window.
- _Main Menu_ (top right) Exit move mode prematurely.
- _S box_ Set orders to _Standby_.
- ────────────────────────────────────────────────────────
- _P box_ Place a detector at current location.
- _Highlighted surface/City or Settlement_ Issue orders to
- proceed to this destination.
- _Fuel/Repair Unit_ Fuel up or get repaired.
- _Other object_ Issue orders to follow this object.
- _Enemy_ Attack enemy if in range.
-
- |MM_CAN,P
- Move Mode (Canal Constructor)
-
- _<RB>_ Skip object (temporary), or click on one of:
- _Name field_ To change the name of this object.
- _Object status field_ (top left corner) Toggle hits/fuel
- and nearest fuel/nearest base status displays.
- _Other Orders_ (top middle) Open object window.
- _Main Menu_ (top right) Exit move mode prematurely.
- _S box_ Set orders to _Standby_.
- ────────────────────────────────────────────────────────
- _P box_ Place a canal at current location.
- _Highlighted surface/City or Settlement_ Issue orders to
- proceed to this destination.
- _Fuel/Repair Unit_ Fuel up or get repaired.
- _Other object_ Issue orders to follow this object.
- _Enemy_ Attack enemy if in range.
-
- |MM_RAC,T
- Move Mode (Rail Constructor)
-
- _<RB>_ Skip object (temporary), or click on one of:
- _Name field_ To change the name of this object.
- _Object status field_ (top left corner) Toggle hits/fuel
- and nearest fuel/nearest base status displays.
- _Other Orders_ (top middle) Open object window.
- _Main Menu_ (top right) Exit move mode prematurely.
- _S box_ Set orders to _Standby_.
- ────────────────────────────────────────────────────────
- _P box_ Place a section of rail at current location.
- _T box_ Toggle auto-place mode (places where moved to).
- _Highlighted surface/City or Settlement_ Issue orders to
- proceed to this destination.
- _Fuel/Repair Unit_ Fuel up or get repaired.
- _Other object_ Issue orders to follow this object.
- _Enemy_ Attack enemy if in range.
-
- _BONUS_ Moving from a rail segment only takes one
- movement point - otherwise, all are lost per move.
-
- |MM_ROC,Q
- Move Mode (Road Constructor)
-
- _<RB>_ Skip object (temporary), or click on one of:
- _Name field_ To change the name of this object.
- _Object status field_ (top left corner) Toggle hits/fuel
- and nearest fuel/nearest base status displays.
- _Other Orders_ (top middle) Open object window.
- _Main Menu_ (top right) Exit move mode prematurely.
- _S box_ Set orders to _Standby_.
- ────────────────────────────────────────────────────────
- _P box_ Place a section of road at current location.
- _T box_ Toggle auto-place mode (places where moved to).
- _Highlighted surface/City or Settlement_ Issue orders to
- proceed to this destination.
- _Fuel/Repair Unit_ Fuel up or get repaired.
- _Other object_ Issue orders to follow this object.
- _Enemy_ Attack enemy if in range.
-
- |MM_LOD,O
- Move Mode (Non-movement-associated)
-
- _<RB>_ Skip object (temporary), or click on one of:
- _Name field_ To change the name of this object.
- _Object status field_ (top left corner) Toggle hits/fuel
- and nearest fuel/nearest base status displays.
- _Other Orders_ (top middle) Open object window.
- _Main Menu_ (top right) Exit move mode prematurely.
- _S box_ Set orders to _Standby_.
- ────────────────────────────────────────────────────────
- _City or Settlement in loading area_ Issue orders to move
- inside.
- _Transport in loading area_ Issue orders to load onto it.
- _Fuel/Repair Unit_ Fuel up or get repaired.
- _Other object_ (Avoid! You will lose your movement pts.)
-
- |MM_BOM,S
- Move Mode (Stealth Bomber)
-
- _<RB>_ Skip object (temporary), or click on one of:
- _Name field_ To change the name of this object.
- _Object status field_ (top left corner) Toggle hits/fuel
- and nearest fuel/nearest base status displays.
- _Other Orders_ (top middle) Open object window.
- _Main Menu_ (top right) Exit move mode prematurely.
- _S box_ Set orders to _Standby_.
- ────────────────────────────────────────────────────────
- _B box_ Drop a bomb in bombing range (selection follows).
- _Highlighted surface/City or Settlement_ Issue orders to
- proceed to this destination.
- _Fuel/Repair Unit_ Fuel up or get repaired.
- _Other object_ Issue orders to follow this object.
- _Enemy_ Attack enemy if in range.
-
- _WARNING:_ If in _Standby_ over water, one fuel unit is
- lost per turn.
-
- |MM_REP,P
- Move Mode (Repair Unit)
-
- _<RB>_ Skip object (temporary), or click on one of:
- _Name field_ To change the name of this object.
- _Object status field_ (top left corner) Toggle hits/fuel
- and nearest fuel/nearest base status displays.
- _Other Orders_ (top middle) Open object window.
- _Main Menu_ (top right) Exit move mode prematurely.
- _S box_ Set orders to _Standby_.
- ────────────────────────────────────────────────────────
- _Highlighted surface/City or Settlement_ Issue orders to
- proceed to this destination.
- _Transport_ Issue orders to move to and load onto it.
- _Fuel/Repair Unit_ Fuel up or get repaired.
- _Other object_ Issue orders to follow this object.
- _Enemy_ Attack enemy if in range.
-
- |MM_RTR,T
- Move Mode (Rail Transport (RT))
-
- _<RB>_ Skip object (temporary), or click on one of:
- _Name field_ To change the name of this object.
- _Object status field_ (top left corner) Toggle hits/fuel
- and nearest fuel/nearest base status displays.
- _Other Orders_ (top middle) Open object window.
- _Main Menu_ (top right) Exit move mode prematurely.
- _S box_ Set orders to _Standby_.
- ────────────────────────────────────────────────────────
- _A box_ Attack rail, road, or canal (selection follows).
- _T box_ Toggle MDT mode (minimum distance tracking).
- _Highlighted surface/City or Settlement_ Issue orders to
- proceed to this destination.
- _Fuel/Repair Unit_ Fuel up or get repaired.
- _Other object_ Issue orders to follow this object.
- _Enemy_ Attack enemy if in range.
-
- The RT is only able to travel on rail, unless it moves
- into a city or settlement. _Follow_ is not recommended.
-
- |MM_HOV,Q
- Move Mode (Hover-Scout)
-
- _<RB>_ Skip object (temporary), or click on one of:
- _Name field_ To change the name of this object.
- _Object status field_ (top left corner) Toggle hits/fuel
- and nearest fuel/nearest base status displays.
- _Other Orders_ (top middle) Open object window.
- _Main Menu_ (top right) Exit move mode prematurely.
- _S box_ Set orders to _Standby_.
- ────────────────────────────────────────────────────────
- _A box_ Attack rail, road, or canal (selection follows).
- _H box_ Highlight surveyed area (_<RB>_ to return).
- _Highlighted surface/City or Settlement_ Issue orders to
- proceed to this destination.
- _Fuel/Repair Unit_ Fuel up or get repaired.
- _Other object_ Issue orders to follow this object.
- _Enemy_ Attack enemy if in range.
-
- |MM_TEP,P
- Move Mode (Terra-Porter)
-
- _<RB>_ Skip object (temporary), or click on one of:
- _Name field_ To change the name of this object.
- _Object status field_ (top left corner) Toggle hits/fuel
- and nearest fuel/nearest base status displays.
- _Other Orders_ (top middle) Open object window.
- _Main Menu_ (top right) Exit move mode prematurely.
- _S box_ Set orders to _Standby_.
- ────────────────────────────────────────────────────────
- _A box_ Attack rail, road, or canal (selection follows).
- _Highlighted surface/City or Settlement_ Issue orders to
- proceed to this destination.
- _Fuel/Repair Unit_ Fuel up or get repaired.
- _Other object_ Issue orders to follow this object.
- _Enemy_ Attack enemy if in range.
-
- |MM_AER,S
- Move Mode (Aero-Porter)
-
- _<RB>_ Skip object (temporary), or click on one of:
- _Name field_ To change the name of this object.
- _Object status field_ (top left corner) Toggle hits/fuel
- and nearest fuel/nearest base status displays.
- _Other Orders_ (top middle) Open object window.
- _Main Menu_ (top right) Exit move mode prematurely.
- _S box_ Set orders to _Standby_.
- ────────────────────────────────────────────────────────
- _A box_ Attack rail, road, or canal (selection follows).
- _Highlighted surface/City or Settlement_ Issue orders to
- proceed to this destination.
- _Fuel/Repair Unit_ Fuel up or get repaired.
- _Other object_ Issue orders to follow this object.
- _Enemy_ Attack enemy if in range.
-
- _WARNING:_ If in _Standby_ over water, one fuel unit is
- lost per turn.
-
- |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.
-
- |OBSSVI,N
- Active satellite monitoring
-
- _<RB>_ Exit this window, or select one of the listed
- satellites to perform an action on it, such as _MONITOR_
- or _DESTRUCT_.
-
- _ON, Name_ Object number and name of satellite.
- _(Row, Col)_ Coordinates of satellite.
- _Orbit_ _S_ (Stationary), or _M_ (Moving).
-
- A _√_ beside a satellite indicates that this satellite
- is being monitored in the _Observation Window_.
-
- There is a maximum of 5 satellites allowed in orbit.
-
- |OBJSTU,V
- Move mode - Object is obstructed
-
- Rather than have the computer guess as to the
- appropriate direction to move to avoid this obstacle, it
- is safer to ask you instead.
-
- _<RB>_ Skip object (temporary), or select one of the
- surrounding locations for the object to move to, or:
- _C box_ Clear orders of object.
- _W box_ Set movement points to zero (skip until next
- turn) - this is irreversible.
-
- Skipping this object with _<RB>_ may allow the obstructing
- object to move if that is its intent. If you do not
- wish to clear its orders or wait, you may have the
- opportunity to exit move mode after skipping this object
- and enter tactical mode to possibly resolve this (to
- tell the obstructing object to move). However if this
- is the last object to move this will not be possible,
- and you must clear or wait. For RT's on a schedule in
- this case, it may be necessary to wait (unless you do
- not mind clearing its orders and then resuming later).
-
- |TRAUNL,T
- Unloading from transport
-
- _<RB>_ Cancel unloading operation, or select an object to
- unload from list.
- If you select an object to unload, you will be asked to
- choose a location immediately surrounding the transport
- in the small map window, to unload the object to.
- (Objects must be unloaded away from the transport's
- location). You may abort the unload using _<RB>_. You may
- unload an object directly into another transport or into
- a city or settlement. All unloading requires that you
- have sufficient movement points to unload from the
- current location. These unloading conditions do not
- apply if the transport is inside a city or settlement:
- all unloading takes place inside.
- _RT's_:
- A little dot beside the _ON_ (object number) indicates
- that the object is a priority item. _RTS Resources_ are
- those resources transported on a schedule basis, and may
- be manually unloaded if necessary.
-
- |SETPRO,O
- Production - Object Selection
-
- _<RB>_ Do not change current production.
-
- The objects that can be produced are listed by category,
- and in order of production time. If one or more
- tech-types can be advanced, they will be listed on top.
-
- An asterisk (*) beside an object indicates that this was
- the last object produced for that tech-type.
-
- Your total MegaCredits is displayed at the top right;
- all other information on the right is as displayed in
- the city object window, and follows the same colour code
- conventions, if any.
-
- |GPOPSW,T
- Game/Player Options
-
- Click anywhere on the line corresponding to the option
- to change.
- _<RB>_ accepts changes (if any) and exits.
- _Remote play provision_: See off-line manual.
- _All game sounds OFF_
- It will now be quiet enough to hear a pin drop!
- _Normal sound ON, Special effects OFF_
- Normal selection sounds are on, but all combat
- sounds are off.
- _All game sounds ON_
- Now it will make all the sounds it is capable of!
- (In due course.)
- Game sound selection is saved to _OPTIONS.REX_.
- _Grid lines_ may be turned on or off; unknown territory
- gridding may be turned on or off separately.
- _Auto-scrolling_ allows you to click on a scroll arrow,
- and have the map scroll continuously until any mouse
- button is pressed (anywhere).
-
- |OCEOMS,G
- Object cannot move to that surface
-
- This particular object is not capable of surviving on
- the surface that you ordered it to move to.
-
- Consult the _Object Specification Table_ for the surface
- types that are not hostile to this object.
-
- |GETPSW,E
- 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,E
- 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".
-
- <EOF - REX.HLP>
-