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- WHEN TWO WORLDS WAR -- ADDITIONAL DOCUMENTATION
-
- MEMORY REQUIREMENTS
-
- To run When Two Worlds War on your machine, you will need approximately
- ###### bytes of conventional memory.
-
- To run When Two Worlds War with Aria Speech Recognition, you will need
- approximately ###### bytes of conventional memory.
-
- If you have your computer configured to use EXTENDED memory, When Two
- Worlds War can use approximately ONE-HALF MEGABYTE of it to speed certain
- aspects of the game's operations.
-
- Please refer to your Technical Supplement and Tutorial booklet for more
- information on memory.
-
-
- -------------------------------------------
-
-
- ADDITIONS TO TECHNICAL SUPPLEMENT
-
- A. Installing and Loading - Sound and Soundcards
-
- Since the Ad Lib soundcard is not designed to play digitized sound, you
- may find the digitized speech on an Ad Lib to be unsatisfactory. If so,
- you can turn off speech from the SYSTEM-Sound panel.
-
- Additionally, if you are using your PC's internal speaker for music and
- sound effects, and you have any problems running the game, you should try
- running SETUP and selecting "NONE" as your sound source.
-
-
- C. Communications: Modem and Null-Modem Play
-
- The ESC key (which is used to abort two-player connections and game
- transfers) will sometimes take a few seconds to respond, because of
- the amount of processor time that modeming takes. If you wait a
- while and the computer still does not respond to the ESC key, wait
- for the computer to time out normally, or restart the machine.
-
- In some situations, two computers may need more than one attempt
- before they will connect. If a connection fails, you might want to
- try it again before you start changing your modem configuration.
-
- Regarding Mission Libraries -- Because of the amount of modem time
- involved, the secondary's mission library is NOT SAVED when the primary
- player saves a two-player game. Therefore, the secondary player should
- always save a mission library before quitting (using the Library commands -
- see sction 5.1.2). When the game is next loaded, the secondary player
- should immediately load his mission library.
-
- Even if no new missions have been designed, the secondary player should
- ALWAYS save the library. This is because a number of other pieces of data
- relating to the secondary player's game are also tacked onto the library.
- These are not contained in the primary player's save game.
-
- Regarding the Battle Statistics Panel -- In a two-player game, DO NOT use
- the Alter Space command.
-
-
- D. How to Use Aria Speech Recognition
-
- The Aria speech recognition system depends on you to use the same tone of
- voice for commands. If you find that the Aria has problems responding to
- one of your commands, try repeating them using a different tone.
-
- Also, the Aria expects MU to be pronounced "mew", not "emm-you". However,
- you can train the vocabulary to recognize "emm-you" if you wish.
-
-
- -------------------------------------------
-
-
- ADDITIONS TO THE MANUAL
-
- 1.3.1. Theaters of War: Blue, Red and Space
-
- To clarify the manual: Even though you cannot see the Red planet in space
- when the game begins, your workstation knows where it is. If you send an
- MU on a mission that takes it to the Red planet, it will automatically home
- in on its location in space. Once one MU "finds" the Red planet, you will
- be able to see it on your displays.
-
-
- 3. Calibration
-
- If you find that it takes too long to build items in the beginning of a
- game, we suggest that you set up your scenarios to give you more than the
- default number of facilities. This will give you more resources with
- which you can work.
-
-
- 3.1.1. Calibration - Easy Setup Panel
-
- There is an error in this section of the manual; each food farm can only
- support ONE MU, not four.
-
-
- 3.2.7. Calibration - The Scenario Panel
-
- Some of the scenario descriptions shown on the SCENARIO panel are
- inaccurate. Refer to the BROCHURE included with the game for accurate
- game statistics.
-
- Also, you should be aware that some scenario worlds use a defense system
- called MUTUALLY-ASSURED CONFLICT. This system assures that if either
- player lands on the other's planet, the other can instantly attack it
- from its squad base; it does so by locating both worlds' bases (and
- therefore their dropzones) in the same locations on each world. If this
- defense system isn't to your liking, you can relocate your base without
- cost using the ORDER SQUAD panel (see section 9.2.1.3. of the manual).
-
-
- 3.3. Calibration - Activate
-
- If you start a game by pressing the ACTIVATE button without doing anything
- else, each world will start with one MU called a TEST CRAFT. This type of
- an MU has techlevel one in all ten technologies, so that you can
- experiment with all aspects of MU control.
-
-
- 4.6.1.2. Main Display Map Buttons - Move to or Edit Names
-
- Be careful when moving base names, as they can be moved independently of
- their bases. Try to only edit and move unused names.
-
-
- 5.3. Direct Control
-
- There is an added feature to the Direct Pursuit command. After an MU
- pursues an enemy craft and destroys it, it will automatically seek out the
- nearest enemy craft and attempt to pursue it as well. The accuracy of
- these pursuits is also affected by the distance between the two MU's.
-
-
- 8.1. Schedule
-
- Your world can only store in total 990 units of each resource type.
-
-
- 8.1.3. Schedule - Base Effort
-
- If you order your schedule to BUILD IN STRICT ORDER, that command will
- supercede any base efforts you have set. For example, if you have a squad
- base set to build bases, it will not build a base until it reaches the #1
- position in the schedule. Therefore, when you select STRICT ORDER you
- will probably want to have at least one base's effort set to ALL.
-
-
- 10.3.2. Command Icons and Parameters - Goto
-
- When you select the GOTO command icon, you MUST select a line in a mission
- to complete the command.
-
-
- 13.5. Changing the Opponent I.Q.
-
- One thing that Opponent I.Q. will affect is research; enemies with lower
- I.Q.'s will take longer to develop their technologies. Smarter opponents
- can manage their resources well enough to get research done more quickly.
-
-
- 14.1.1. How the System Works - MU Building Costs
-
- The formulas listed in the manual for building MU's are correct, except
- for the following two amendments:
-
- If a design uses any level of AIR SPEED, add 10 lab-units to its cost.
- If a design uses any level of SPACE SPEED, add 15 lab-units to its cost.
-
-
- 14.3.1. How the System Works - Combat Between MU's
-
- In case this section is unclear, the terrain an MU is on affects its
- chance TO BE HIT, not its chance to hit another MU.
-
-
- 14.3.2. How the System Works - Bombing Facilities
-
- Sea MU's are not able to BOMB facilities, because they cannot move into
- the same map location with them; the same technology that allows
- facilities to remain stationary in an ocean makes the water directly
- beneath them unsafe for submarines. Of course, you can still defend
- facilities with subs; and sea MU's CAN attack squad bases.
-
-
- -------------------------------------------
-
-
- MISCELLANEOUS
-
- This game includes a feature where the game automatically saves your war after
- every month of game time to the file AUTOSAVE.SAV. There is a button to turn
- this on and off on the SAVE GAME panel accessible from the Main Display's
- SYSTEM menu panel (see section 4.6.10. of the manual).
-
- At the end of the game, you will be presented with the Overall Stats panel,
- so that you may view the results of the war. Pressing the END button returns
- you to the Calibration screen.
-
- Finally, if you are a fan of boardgame-like strategy games, we recommend that
- you try Turn Based mode, explained in section 13.4.2. of the manual, and move
- each unit using Direct Control (see section 5.3. of the manual).
-
- While playing a turn based game, you may find that turns take a long time to
- be resolved when the Track MU command (section 4.6.4.2.) is turned on. If
- so, you should turn it off.
-
- ------------------------------
- This file was downloaded from
- Archivarius BBS !
- Copyright (c) 1993 Impressions
- END OF DOCUMENTATION.
-