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Crawly Crypt Collection 1
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typedit.doc
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2004-10-10
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T y p e d i t
Version C 1.20
(C) Oskari Koskimies 1992
Programmed in STOS Basic.
This program allows you to change the properties (firepower,
speed, production rate, graphic representation and so on) of the
unit types in StrataGem. You can also create completely new
types. The maximum number of types is 100.
Please note that this program cannot edit the STRDATA?.MBK
files that StrataGem 1.00 uses.
When the program starts you will have to select a type file
to be loaded. It isn't possible to just begin with
"an empty board" as in Mapper.
This program differs from the last version only in that
submarines, stealth planes and Shell pierce - dependant damage
values are now supported, and a few bugs with the Copy/Add
functions have been fixed. The first one (Cargo data got garbled
when a type was pasted and added) was my fault, but I claim
innocence with the second one (Entering speed values could affect
two units if you had used the Copy/Add functions). The mid$(...)=
function seems to leave something to be desired, and had to be
replaced with others.
Some cosmetic work has also been done, and there's a new
viewing function in the drawing section.
MAIN MENU
The Main menu contains five options:
D a t a
This is the main part of the program, where you are allowed
to set the values of the types. A selection window will appear,
allowing you to choose the type you wish to edit. There are
<Previous> and <Next> buttons in case the types won't fit one
window. If you want to go back to the Main Menu, press the right
mousebutton.
When you have chosen the type, the editing screen appears.
It looks something like this:
16: Bomber Infantry
Fuel 30/300 Cruise Mis
Carry limit: 4/40 Ball. Mis
Weight: 10/100 Tact. Mis
Hit points: 4/40
Armor: 0
Evasion: 65
Fire range: 1
Shell pierce: 100
Fire accuracy: 25
Shell damage: 6
Fire rate: 3
Observing area: 2
Produce time: 10
Ammo: 10/100
Machines/unit: 10
Metatype: Air Unit
Sound: Bomber
Sea 9 Hill 9 Road 9
Shllw 9 Nuclr 9 Pl1 C 9
Reef 9 Mount 9 Pl2 C 9
Field 9 Vulcn 9 Ntr C 9
Forst 9 Desrt 9 Ruins 9
<< >> PR AD CP DL
Some values have a slash (/) after them and then another
value. This means that these values are per machine in one unit,
and total sum (for example of fuel or ammunition) in one unit is
the number after the slash.
The different areas are:
Nr: Name +---------+
+-----------------------+ | |
| | | The |
| | | types |
| | | this |
| | | type |
| | | may |
| Type | | carry |
| characteristics | | |
| | | |
| | | |
| (Values like fire | | |
| range, armor etc) | | |
| | | |
| | | |
| | | |
| | | |
+-----------------------+ | |
| |
+-----------------------+ | |
| Speed in different | | |
| sorts of terrain | | |
| | | |
+-----------------------+ | |
<----- Command Line -----> +---------+
The type characteristics area also contains the
graphic representation of the type, both Player 1 (upper) and
Player 2 (lower). These can be edited by clicking on them. See
the Land section for details on the picture editor.
The name of the type, its characteristics, and its speed are
changed simply by clicking at the value or name of the characte-
ristic and typing in the new value (or the new name of the type).
Some characteristics are changed by making selections from a
selector box, like Sound.
The types the type being edited can carry are changed by
clicking at the "The types this type may carry" area. A selector
box appears with all the types. Those which this type can
currently carry have a marker to their left. Click at a type
currently having the marker to remove it from the list, or at one
that doesn't have a marker to add it to the list. If you try to
add a type that is too heavy you will hear a crash. Right button
exits the selector box.
The unit characteristics have the following meanings:
Fuel
negative = does not consume fuel. (If it's a tanker craft,
this means that it can refuel other craft indefi-
nitely)
zero = cannot move.
postitive = the amount of fuel one machine carries, and
therefore the range of the type.
Carry limit
The maximum amount of cargo one machine can carry. If zero
the type cannot carry anything.
Weight
The unit's weight. This is used to calculate how many will
fit into a transporter unit.
Hit points
The number of damage points a machine in the unit will
sustain before it is destroyed.
Armor
If the <Shell pierce> value of the shooting unit is lesser
than the <Armour> value of the unit being shot at, the shot fails
to cause any damage.
Evasion
The probality of evading a shot. This is a proportionality
constant that should be set according to the speed and manouvera-
bility of the type (when a unit shoots, its chance to hit (%) is
<the unit's fire accuracy> / <the enemy's evasion> * 100 * <the
unit's experience>, where the experience ranges between 0.5 and
1.5.). See Fire accuracy.
Fire range
If set to one, the unit of this type cannot shoot from a
distance but must engage the enemy unit in direct combat. With
missiles this is the warhead, i.e. the radius of the explosion
circle.
Shell pierce
See Armor.
Fire accuracy
The probality of scoring a hit. This is a proportionality
constant that should be set according to the targeting systems,
speed and manouverability of the type. See Evasion.
Shell damage
The damage a hit makes. (i.e. the deduction from the
hitpoints of the striken unit)
If the value is negative then it is calculated as follows:
Shell damage = abs(Shell damage) * (unit's shell pierce value -
target unit's armour value) / unit's shell pierce value.
Fire rate
The amount of shots one machine makes per turn. This means
that the actual number of shots per turn is the fire rate
multiplied with the number of machines in the unit.
Observing area
The area in which the unit detects enemy units (and terrain
if previously uncharted). The value is "a radius of a square".(if
the unit's coordinates are X,Y the square's upper left corner is
at X-r,Y-r and its lower right corner at X+r,Y+r where r is the
"Observing area" -value). Please note that since the detecting is
done so that the square is copied from an accurate map in the
program's memory to the player's map, a large observing area
means that the copying will take some time, and the unit will
move very slowly (like the Laser Tower in the current setup).
However, enemy Submarines, Stealth Planes and Mines are invisible
until you run into them except if you are using a satellite (The
same applies to any enemy land units in a forest).
Produce time
The minimum number of turns it takes to produce a unit of
this type. (The time also depends on city resources and
population).
Ammo
The number of shells each machine in a unit of this type can
carry.
Machines/unit
The number of machines a unit of this type (initially)
consists of, i.e. the unit's strength.
Metatype
The "type of type" this type is. The following exist:
Land Unit Any ordinary unit travelling on land.
Sea Unit " " " " on sea.
Air Unit " " " " in the air.
Infantry - Can conquer cities.
- Can inhabit cities (increase population).
- Takes its strength (2000 * strength) from
city population.
Land Pioneer Builds roads, removes mines.
Town Builder Builds new towns.
Ground Mine/
Submarine Affects land and sea units. Is destroyed by
others. /
An invisible sea unit.
If the type has a non-zero Fuel value, it
will be classified as a Submarine, otherwise
it will be a Ground Mine.
Sea Pioneer Can make rivers deeper, removes mines.
Air Mine/
Stealth Plane Affects air units. Is destroyed by others./
An invisible air unit.
If the type has a non-zero Fuel value, it
will be classified as a Stealth Plane, other-
wise it will be an Air Mine.
Satellite Able to get "deep scan" info about enemy
units. Cannot land once launched. Sees ALL
enemy units within observing area.
VTOL Craft The only air unit that can land elsewhere
than in the cities, and thus doesn't consume
fuel when not moving. The only difference
between this and a land unit that can move
everywhere is really that VTOL Craft are
classified as aircraft and therefore can be
fueled only by Air Tankers (or other units of
the same type), and that they are hit by air
mines and not by ground mines.
Missile Nuclear missile. Once launched nothing can be
done about its destination.
Cruise Missile Nuclear missile that can be moved around like
any air unit before detonating it.
Land Tanker Can give supplies to land units. If it uses
fuel (Fuel value >0) the fuel and ammo loaded
into the other units are deducted from the
unit's stores.
Sea Tanker Same as Land Tanker, but for Sea Units.
Air Tanker " " " " " " Air Units.
Sound
The sound this type of unit makes. The different sounds are
stored in SOUNDFX.MBK and can be edited with the STOS Music
accessory.
IMPORTANT! The following values MUST NOT be set to zero:
Hit points
Evasion
Fire rate
Machines/unit
The Command Line
The following options are available:
<< Previous type.
>> Next type.
PR Print the current type or all types.
AD Add (insert) the type in the cutboard. If no types have been
copied to the cutboard (see below) it will contain the first
type.
CP Copy the current type to the cutboard.
DL Delete the current type.
Right mousebutton exits to the type selector box, and right
button again exits to the Main Menu.
L a n d
This option allows you to change the graphical representa-
tion of the different terrain types. The editor is the same for
this function and for editing the graphic representation of
different types. Remember, when you exit the edit screen the
changes go to memory, and the old picture is lost. So if you get
second thoughts and want to have the original picture instead,
click at UNDO before exiting.
The edit screen consist of (in the left - right top - down
order):
Picture
The picture that is being edited (scale 1:1).
Options
Clear: Clear picture.
Undo: Restore original picture.
Mirror: Horizontal mirror. Can be used to make Player
2 pictures from Player 1 pictures.
Plr. 2: Changes all black pixels to current colour.
Is used with Mirror to make Player 2
pictures.
Get Pict: Get one of the other pictures (Type pictures
if you are editing a unit type, Land pictures
if you are editing a terrain type).
Load Scr: Load a Neochrome or Degas screen from which a
picture may be grabbed (see below).
Grab Pic: Grab a picture from a previously loaded
screen (see above). You will see the screen
and a rectangle which can be moved around
with the mouse. Pressing the right mousebut-
ton switches between smooth movement and 16-
pixel jumps. Pressing the left button grabs
the area inside the rectangle. Both buttons
pressed simultaneously (better press the
right one down first) cancels.
Pressing <SPACE> lets you see how the picture will look when
it is part of a terrain consisting of several such pictures. It
is just for viewing, and no editing can be done in this mode.
Press any key to return to normal drawing.
The Edit Window
The picture can be edited here. Each pixel is represented by
a 8 X 8 block, which can be set to the current color by pointing
at it with the mouse and clicking the left mousebutton.
The Palette Window
You can choose the drawing colour by clicking at it. The
current drawing colour is marked with » « at its sides.
The right button exits the edit screen.
L o a d
Load a type data file (.TYP).
S a v e
Saves a type data file.
Q u i t
Quits the program. You will be asked for confirmation, just
in case you forgot to save your changes.