home *** CD-ROM | disk | FTP | other *** search
- IRON OX, Version 3.00
-
- (C)opyright 1995, Joel W. Downer
-
- INTRODUCTION
-
- The knock at your door came in the middle of the night. Hours later,
- without the benefit of a trial, you were deposited in this cell.
-
- Earth is hungry and overcrowded. Humanity is nearly out of fuel and
- dangerously short on luxite, the precious mineral required for space
- travel. Wars against other civilizations -- the malicious Rockpickers
- from Orion, the mysterious Metamorphs from the far fringes of the galaxy
- -- have only made things worse. A hundred years ago, optimists believed
- that the human race could solve all of its problems by colonizing other
- planets. Unfortunately, a colonist's life is uncomfortable, harsh, and
- often short, so volunteers have been all too scarce.
-
- That's where you come in. Interbureau, the company in charge of space
- colonization, began buying up the Federal prison system fifty years ago.
- Prisons that once were overcrowded are now nearly empty. Could the
- government be arresting innocent people just to stock the colonial
- transports? Either way, in a few short hours, you will be leaving Earth
- forever for a world that has never felt the tread of human feet.
-
- To survive, you must master an untamed and unfriendly world. You must
- make alliances or build up enough power to crush the other colonists.
- You begin with your bare hands, a few robotic "iron oxen" to help you
- build things, and a small pack of cybernetically modified dogs
- ("cybermutts") to protect you. Fortunately, the world is as rich as it
- is dangerous, with enough precious ore and luxite to make you one of the
- wealthiest people in the universe.
-
- Is your goal to build a new civilization on this planet? To produce the
- food and power, the minerals and luxite needed to save the Earth that
- rejected you? Or to build the wealth and weapons you'll need to conquer
- neighboring worlds, to avenge yourself against those who imprisoned you?
-
- The choice is yours.
-
- THE GAME
-
- Iron Ox is an exciting multiplayer game intended to run as a BBS door.
- In this game, you will compete against up to twenty-four other callers,
- and -- if your sysop is part of an inter-BBS league -- against callers
- from other BBS'es, too! Ox is a game of strategy, intense competition,
- and just a bit of humor. It will test skills you didn't know you had --
- from your ability to choose the best farmland and maintain a network
- of armed forts to your ability to write bad poetry. You can play Iron
- Ox in a friendly, cooperative way, or play like a black-hearted,
- malicious Rockpicker. There is no "right" or "wrong" way to play.
-
- Iron Ox is one of the first BBS doors to bring together the two most
- exciting features a door can have: real-time multinode interaction and
- interBBS support. (InterBBS support is currently under construction,
- and should appear in wide beta two later this summer.) Can you imagine
- attacking an enemy's fort while that very enemy is on another node,
- scrambling to purchase cybermutts and mount a counterattack? Would you
- like to team up *in real time* with one of your friends on another node
- to build a weapon to launch against another BBS? In Iron Ox, all of
- these things and much more are possible!
-
- Iron Ox also includes full support for RIP graphics. If you have a RIP
- terminal, be sure to download the file OXICON.ZIP and unzip it into your
- ICONS\ subdirectory to get the best benefit from the RIP graphics!
-
- JOINING THE GAME
-
- Once you are done with the preliminaries like these docs, the game will
- ask you for your alias. This is the name by which other players will
- know you throughout the game.
-
- After you've chosen your alias, you will be taken to the Interbureau
- Genetics Lab to choose what species you'd like to be. One *helpful*
- result of the war with the Metamorphs is that Interbureau now knows how
- to transform human bodies and DNA to convert humans into creatures of
- other races. The race you choose will affect some of your abilities in
- the game, as well as the way other players and characters in the game
- react to you. You will be able to look at as many of the pictures and
- descriptions as you like before choosing, but here are some extra hints
- for choosing a race:
-
- Human: The baseline for comparison -- average at everything.
-
- Rockpicker: Good miner and very good at fighting and nasty tricks, but
- not the best choice for beginners. Vulnerable to starvation, and
- greatly mistrusted by everyone.
-
- Slouch: Not much good at anything, but very lucky and likeable.
-
- Caper: Very talented -- good at almost everything! -- but works short
- hours and takes frequent vacations. Keep an eye on the boredom
- monitor in the game status screen. Don't work too hard, and try to
- keep entertained!
-
- Photovore: Very powerful character, but tricky to use to its fullest
- advantage. Doesn't mine well, but excellent at making food and
- energy. Moves very quickly across most terrain, and invulnerable to
- starvation -- *superb* for scouting missions. A beginner might not
- be able to use the Photovore to its full potential, but the generous
- number of hours can be a good way to learn.
-
- Shovelfist: Great miner, very friendly, but unlucky and not especially
- clever. Vulnerable to starvation. People pick on Shovelfists.
-
- Rubblemuncher: Invulnerable to starvation (like the Photovore) and
- *great* at making ore. However, this character travels slowly and
- may have trouble making enough energy to meet its needs.
-
- Handler: Not much good at making things, but decent at dirty tricks and
- *very* good at bartering. Mostly a character for advanced players
- and team play. A politician -- well-liked but not well-trusted.
-
- Metamorph: Very attractive character because of its ability to change
- shapes! Need to make some ore? Become a Rubblemuncher! Need to be
- sneaky? Time to turn into a Rockpicker! Unfortunately, the effort
- of maintaining your shape does reduce your daily turns and speed.
-
- The best choices for beginning players are the Human, Slouch, Caper, and
- Photovore. Choose carefully! Unless you play a Metamorph, you will
- probably be stuck with your choice the rest of the game. Some people
- have spread rumors of back-alley genetics clinics cropping up on
- colonies to allow people who *aren't* Metamorphs to change shape, but
- who would trust an amateur physician for such a dangerous procedure?
-
- THE COLONY
-
- The colony is in a river valley which is divided into a number of plots,
- labelled with numbers and letters. The size of the map may vary from
- five to fifty-five rows high, but is always twelve columns (A-L) wide.
- If the map is more than five rows high, only five rows will appear on
- the screen at a time -- your view will scroll as you move around.
-
- When the game begins, you will be in the town square, which is
- approximately at the middle of the map. Your location will be marked by
- a cross-hatch symbol like this: ╬. The rest of the map will be blotted
- out (black), and will only become visible as you travel around and
- explore things. On the right side of the screen, you will see a menu
- that looks something like this:
-
- ┌─ Town Square ─┐
- │ Visit Store │
- │ Prospector │
- │ Visit Saloon │
- │ Sheriff's │
- │ Robot Shoppe │
- │ Bank │
- │ News Office │
- │ Other Players │
- │ Help/Info │
- │ Use Phone │
- │ Quit Game │
- │ Move - Arrows │
- └───────────────┘
-
- When a menu includes the bit about "Move - Arrows," that means you can
- use the arrow keys on your keyboard to travel around the map. Only the
- four cardinal directions are supported (Up = North, Down = South, Left =
- West, Right = East), not diagonals. If you try the arrow keys and the
- game doesn't respond right, try using the numeric keypad with Num Lock
- turned on. If your terminal supports "Doorway Mode," turning on Doorway
- Mode should also work.
-
- Here's what the other options do:
-
- Visit Store The store is where you can buy and sell the four vital
- products used in the game: food, energy, ore, and
- luxite. Here's what each product does:
-
- Food Keeps your character alive!
- Energy Keeps your oxen running and charges weapons
- Ore Needed to build things, including oxen
- Luxite Worth good money, and needed for cybermutts
-
- You start the game with six units of food -- enough to
- keep you fed for two days if your character race needs
- to eat -- and six units of energy. When you run
- short, you *can* use the store to meet the shortfall,
- but be careful! The store can run out, and disasters
- can ruin the store inventory all at once.
-
- Prospector The prospector's office includes several important
- options. It allows you to buy a LuxKit, a portable
- chemical kit used to monitor the luxite content of
- land. If you're carrying a LuxKit, it will
- automatically read the luxite content of every plot
- you visit. Unfortunately, LuxKits only last one game
- turn. They are also fairly heavy and will slow you
- down as you travel.
-
- Another option in this office is to "jump the claim"
- of another player. If you can seize control of a plot
- of land from another player, and keep control long
- enough, Interbureau will turn over the rights to you.
-
- A final option is to claim a free plot of land. The
- first player to visit every plot in the river valley
- will be entitled to claim this prize!
-
- Visit Saloon For better or for worse, the Saloon is the cultural
- center of the colony. Care to chat with your fellow
- colonists? Interested in losing some spare change to
- the foul old Rockpicker who runs the Rat Race? Ready
- to risk the strange drinks mixed up by the addled
- bartender? The Saloon is the place.
-
- The Saloon is also the home of the Colony Cultural
- Competition. By making an entry and voting for the
- entry you think is best, you have a chance to win free
- land! Remember, though: the Cultural Committee won't
- reward people for selfishness.
-
- Sheriff's Some say that the Sheriff is useless -- aside from
- kicking vagrants out of town, he barely does anything.
- Of course, if there's someone sleeping in the streets
- you'd *like to see* evicted from town....
-
- Robot Shoppe This is where you can replenish your supply of iron
- oxen and cybermutts. Both are priced very reasonably,
- but beware: the supply of iron oxen can fluctuate
- with the ore supply, and the price can go way up!
- Mutts are always available -- dogs can reproduce under
- the worst of conditions -- but *you* will need to
- provide five units of luxite for the power generator
- attached to each mutt.
-
- This shoppe is also where you buy trojan oxen. Trojan
- oxen *appear* to produce whatever product you choose.
- By installing "turbo-chips," you can even make them
- appear to make *more* than you normally could --
- making the plot an extra-tempting target for sabotage.
-
- Trojan oxen, you see, are experts in self-defense.
- After a tangle with a trojan ox, even the most
- dedicated saboteurs wish they had never hefted that
- ball-peen hammer. Trojan oxen are only available in
- the registered version of Iron Ox.
-
- Bank The bank is a (relatively) safe place to deposit and
- draw interest off of surplus cash. Keeping at least
- *some* money in the bank is a must, because the price
- of maintaining your mutts, forts, and other land
- improvements is drawn automatically from the bank. If
- you have a large number of mutts or land improvements
- and you don't have enough money in the bank, the
- results may be unpleasant!
-
- News Office Care to change your name? Want to spread nasty rumors
- about other players? This is the place to go.
-
- Other Players As you travel, sometimes the game will tell you that
- you are "NOT ALONE" on a plot of land. When that
- happens, use this menu to see who's here, to attack
- other players, and to examine other players. If
- you're playing on a multinode BBS and other players
- are in the game at the same time as you are, you can
- also use the motion detector option to try to track
- down the other players.
-
- Note: Interbureau regulations don't allow fighting in
- the Town Square.
-
- Help/Info This menu includes a wealth of information you will
- need to refer to regularly while playing the game:
-
- Game Docs What you're reading right now
- Map Key What do all those symbols stand for?
- Player Key Who is who, and who has played today?
- Game Info Invaluable summary of various stats
- Race Catalog Review the race pictures/descriptions
- List Scores How's the competition getting along?
- Your Holdings What land do you own? Got enough energy?
- Browse Map Lets you review places you've visited
- Note Pad A place to store reminders to yourself
- Mutt Summary Counts your mutts and maintenance cost
- Improvements Lists improvements and maintenance cost
-
- Use Phone This menu includes all the options you could want to
- keep in touch with the world:
-
- Auction Bid Bid on extra land offered by Interbureau
- Enter Mail Send a note to another player
- Review Mail Reread the mail you saw on game entry
- Outbound Deals Create/edit trade deals for other players
- Inbound Deals Review deals offered by other players
- Communes Team Menu; see "COMMUNES," below
- Multinode Menu Care to chat in real time?
- Newspaper Review the daily news; stay informed!
- Add to Log Let the whole world hear you gloat or gripe
- Order Pizza Call for pizza under someone else's name!
- Call Pirates Cut a deal with the bad guys....
-
- More information on ordering pizza and calling the
- luxite pirates appears under "DIRTY TRICKS," below.
-
- Quit Game Aww, don't leave so soon! In this version, though
- (unlike Iron Ox 1.x and 2.x), you *can* access the
- game multiple times per day.
-
- OUT IN THE WILD
-
- The Town Square is fun, but the real action takes place out in the
- unclaimed wilderness. When you leave town, be sure to bring your
- cybermutts along, because you're moving into danger: You can encounter
- other players, enemy cybermutts, or forts with devastating weapons that
- can knock you unconscious, injure you, or even kill you! Don't be shy,
- though -- nobody ever got rich by refusing to take chances.
-
- As you move around the map, you will encounter five different types of
- terrain:
-
- Plains Reasonably good for energy and food; lousy for ore. Easy to
- travel across, but difficult to defend against invaders.
-
- Mountain Good for ore and energy; very poor for food. (Mountain
- terrain may have one to six mountains. In general, the more
- mountains, the better the ore.) Difficult to travel across,
- but an excellent place to build forts and defend.
-
- River Very good for food, good for energy, and useless for ore.
- Many of the most important improvements -- like forts, power
- plants, and refineries -- cannot be built on river land.
-
- Swamp This terrain is typically useless: very poor for food, ore,
- and energy. Many land improvements cannot be built on
- swamp land because the ground is too soft. What's more,
- players traveling across swamps may be bitten by snakes!
-
- Desert Superb for food, useless for ore, and useless for food
- unless irrigated. Like plains, difficult to defend. If you
- spend a lot of time in the desert, watch out for sunburn!
-
- Remember that you may find luxite on any type of terrain -- therefore,
- even the nastiest swamp may turn out to be precious!
-
- What you can do on a piece of land depends on who owns it -- you or a
- teammate, no one, or an enemy.
-
- ┌─ Unowned Land ─┐
- │ Claim Plot │
- │ Take/Leave │
- │ Manage Mutts │
- │ Examine Plot │
- │ Work Land │
- │ Other Players │
- │ Help/Info │
- │ Use Phone │
- │ Quit Game │
- │ Move - Arrows │
- └────────────────┘
-
- Claim Land Take the plot as yours, so that you can put iron oxen on
- it and build things on it. Unless you missed a turn or
- joined late, you can only do this once a day.
-
- Take/Leave As you travel around, you may find products hidden by
- other players or scattered by a passing caravan. This
- menu allows you to grab those products and, if you
- choose, hide things yourself.
-
- Manage Mutts Care to leave a nasty surprise for other players? How
- about a few angry cybermutts? (You can even put mutts on
- an enemy's land to catch the enemy unawares!) Use this
- menu to pick up or drop off mutts. You can also adjust
- the "attitude" of your mutts -- whether they recklessly
- try to murder any visitors or fight defensively to
- protect the land.
-
- Examine Plot Whenever you move onto a plot of land, a helpful list
- pops up on the bottom of the screen showing whether
- anyone else is here, who owns the land, what land type it
- is, how good it is for making the different products,
- whether anything is built there, what products are hidden
- there, and what kind of land is next door. This option
- redisplays this information.
-
- Work Land Iron oxen are very good for making things, but you know
- the old maxim: If you want something done right, do it
- yourself. You'll be most productive if you put iron oxen
- on all of your land *and* take advantage of all of your
- "work turns."
-
- You can work just about any land (except the Town
- Square), but you can only work each plot once a day. For
- best results, use the "Examine Plot" option to see what
- the land is good for before you decide what to make!
-
- Note: The number of times you can work a plot of land is
- determined by your sysop. You can view how many "work
- turns" you have left by looking at the "Game Info" screen
- described above.
-
- All other "Unowned Land" options are described above, under the
- information for the "Town Square" menu.
-
- ┌── Your Land ──┐
- │ Improve Plot │
- │ Take/Leave │
- │ Manage Mutts │
- │ Manage Oxen │
- │ Examine Plot │
- │ Work Land │
- │ Other Players │
- │ Enter Fort │
- │ Help/Info │
- │ Use Phone │
- │ Quit Game │
- │ Move - Arrows │
- └───────────────┘
-
- Improve Land You'll probably use many of the plots you claim just for
- production: claim it, drop an ox on it, and forget about
- it except when you come by to pick up the products. In
- some places, though, you will want to enhance your land
- by building things like roads, mine shafts, refineries,
- and forts. For more information, see the section on
- "IMPROVEMENTS," below.
-
- Manage Oxen When you claim a piece of land, you will almost always
- want to assign an iron ox to work on it. If you build
- your estate with skill, before long your iron oxen will
- be producing much more than you can make with your bare
- hands. This menu also allows you to assign Trojan Oxen
- to a plot.
-
- If you have a network of roads built up, you can also use
- this menu to "program" your iron ox to deliver your
- products to your doorstep.
-
- Enter Fort If a fort exists on your land, you can use this option to
- enter the fort. (See the section on "FORTS," below.)
- When enemies come on your land, they will have to defeat
- your defenses before they can enter your fort, so forts
- can be a very good place to use as a base of operations
- and stay when you quit for the day. When you try to use
- the "Enter Fort" option on *enemy* land, be careful! You
- can get blasted if you don't have enough mutts along.
-
- The other options on this menu are documented under the information for
- the "Town Square" and "Unowned Land" menus.
-
- ┌─ Enemy Land ──┐
- │ Destroy Stuff │
- │ Take/Leave │
- │ Manage Mutts │
- │ Examine Plot │
- │ Work Land │
- │ Other Players │
- │ Enter Fort │
- │ Help/Info │
- │ Use Phone │
- │ Quit Game │
- │ Move - Arrows │
- └───────────────┘
-
- Destroy Stuff You can use this menu to smash another player's iron ox,
- which will stop the land from making anything until the
- ox is replaced. Be careful, though! If the ox you're
- smashing is a "trojan ox," *you* may get a black eye for
- your trouble...
-
- This menu also includes the option to destroy land
- improvements -- ruin roads, smash forts, and so forth.
- To do this sort of work effectively, you will need some
- sort of high explosive. Access to high explosives on
- colony worlds is tightly regulated, but you may be able
- to find a disreputable person *somewhere* who will sell
- them to you.
-
- The other options on this menu are documented under the information for
- the "Town Square," "Unowned Land," and "Your Land" menus.
-
- MANAGING YOUR TIME
-
- The self-employed work very long days, so you get a large number of
- hours to invest every turn. (Exactly how many is set by your sysop.)
- Unfortunately, you have a great deal of work to get done with those
- hours! Most of the tasks in the game -- claiming land, assigning oxen,
- working the land -- take several hours, but especially early in the game
- you'll probably spend most of your time moving around the map. Here are
- a few tips for how to get the most done every day:
-
- 1. Some kinds of land are slower going than others! If you're spending
- your time on mountains and swampland, you won't cover much ground.
-
- 2. The more heavy things you're carrying, the slower you'll move. Ever
- trying climbing a mountain with 150 pounds of ore strapped to your
- back?
-
- 3. You will start with less than the normal number of hours if you are
- sick or don't get enough to eat. When the game tells you you're
- going hungry, make food your number one priority!
-
- COMMUNES
-
- When you play Iron Ox, you can choose any number of strategies --
- ruthless or friendly, loner or "team player," roving explorer or
- relentless builder. The most powerful form of cooperation in the game
- is to found or join a commune. (No, being a member of a commune doesn't
- make you a Communist, though some Rockpickers think so.) Members of
- communes still hold onto private property, but they can
-
- * trade property back and forth freely with other commune members
- * view teammates and their locations at any time
- * visit teammates' land and enter their forts regardless of defenses
- * take and leave cybermutts on teammates' property
-
- Because the philosophy of communes is "all for one and one for all,"
- scores for commune members are averaged across the entire commune.
-
- Warning: Be careful about whom you invite into your commune! An
- unscrupulous grifter or flim-flam man can sometimes pick an entire
- commune clean of its property and then disappear.
-
- The Commune Menu is accessible from the Phone Menu, which is available
- at just about any point in the game.
-
- ┌─ Team Options ─┐
- │ Show Communes │
- │ Join Commune │
- │ Start Commune │
- │ Leave Commune │
- │ View Members │
- │ Chg. Password │
- │ Help/Info │
- │ Quit to Main │
- └────────────────┘
-
- Show Communes Lists the teams in the game, sorted by score, and
- shows who's a member of which team.
-
- Join Commune If you know the password, you can use the option to
- become a member of a team.
-
- Start Communes If no teams exist or you don't want to join any of the
- ones that do, use this option to found your own!
-
- Leave Commune *You're* not one of those flim-flam men, are you...?
-
- View Members This option shows you who's on the team, what they're
- carrying, where they are, what race they are, and how
- hungry they are. Knowledge is power!
-
- Chg. Password You can't be too careful....
-
- IMPROVEMENTS
-
- You've been transported to a hostile, strange world. As you learn the
- landscape, you'll also want to *change* it -- to start building
- improvements that will make your colony world a little more like home.
-
- Land improvements affect many different parts of the game, from land
- production to player movement rate to cybermutt combat odds to
- maintenance costs. Most of the changes work intuitively (e.g., a road
- makes travel faster, and a grain silo cuts down on food spoilage), but
- some improvements have surprising "side effects." (Ask the Egyptians
- about the Aswan Dam if you ever want proof of that.) The most
- powerful improvements can also be quite expensive to maintain. However,
- skillful use of land improvements can make the difference between
- winning and losing, especially in league games.
-
- Here's a short primer on land improvements. (The improvements that are
- made on forts are described under "FORTS," below.) In addition to
- what's listed, most improvements require some money to start and many
- require products like ore or energy to build.
-
- Road Allows you to travel faster, and protects you from some
- of the nasty natural illnesses and injuries that can
- result from traveling. An effective network of roads
- will also allow your iron oxen to deliver products to
- *you*, so that you don't have to visit all of your land
- to pick up what's made there. Requires: Nothing.
-
- Freeway The development of a national highway system and a
- trucking industry was one of the factors that brought
- about the explosive growth in 20th-century America.
- Freeways allow nearly instantaneous travel and protect
- you against the exposure from the elements that's common
- during travel. They also improve your manufacturing
- power and make cybermutts more effective (you know how
- dogs love to chase cars....). Requires: Road.
-
- Warehouse When you have a large estate of land and many iron oxen
- producing things for you, one of your biggest problems
- may be that products can go bad when stored for too long.
- Warehouses allow you to store more on a plot without
- worrying about spoilage. Requires: Road.
-
- Grain Silo A silo will substantially reduce food spoilage. What's
- more, having an effective storage system will cut down on
- lost food and make your land produce more effectively!
- Requires: Nothing.
-
- Irrigation Irrigation was one of the discoveries that launched
- modern agriculture. It improves food production near
- rivers, but is especially important if you want to grow
- food in the desert! Requires: Nothing.
-
- Dam The most common way to produce energy on a colony world
- is to use solar generators. However, water power can be
- much *more* effective under the right circumstances.
- Requires: Road; must be build on river land.
-
- Mine Shaft Ore mining is more effective, and wears out the land more
- slowly, when you can reach deeper into the ground.
- Requires: Nothing.
-
- Laser Drill Luxite veins are very narrow and delicate, and are
- difficult to reach using conventional mining methods.
- Laser drills allow you to slice veins out of the ground,
- improving production and *reducing* the rate at which the
- land is worn out. Requires: Nothing.
-
- Ore Refinery One way to improve your ore production is to increase the
- amount you can tear out of the ground. Another is to do
- a better job of purifying the ore you're already mining.
- An ore refinery will improve the ore production for *ALL*
- land owned by you or your team! Requires: Freeway, Mine
- Shaft.
-
- Lux Refinery Does the same for luxite as an ore refinery does for ore.
- Requires: Freeway, Laser Drill.
-
- Power Plant Does the same for energy as an ore refinery does for ore.
- Also reduces energy spoilage. Requires: Freeway, good
- existing source of energy.
-
- Except as noted above, each improvement only applies to the plot on
- which it's built. Only the Refineries and the Power Plant have global
- effects. The Refineries and the Power Plant are unique improvements:
- Interbureau will only license one of each per colony!
-
- Another important thing to remember: Each improvement costs money to
- maintain. You will want to keep surplus in the bank if you're building
- improvements. The improvement summary from the help menu will tell you
- how much money your improvements need to stay working.
-
- DIRTY TRICKS
-
- In Iron Ox 3.00, the nastiest things you can do to other players happen
- in combat: you can knock people unconscious, steal what they're
- carrying, critically injure them, or even kill them! If you're short on
- mutts, though, the game *does* offer a couple of nasty tricks you can
- play using a common telephone:
-
- Order Pizza Online games are a great place to do all those things
- we're *FAR* too mature and honest to do in real life.
- This dirty trick is really more of a prank: It involves
- ordering a pizza in the name of another character so that
- the food arrives in the middle of the night and leaves
- your victim bleary-eyed -- and less able to work -- the
- next day. If you are caught, you will be fined 100
- credits.
-
- Call Pirates Luxite pirates are ruthless, nasty predators who have
- made a fortune stealing from hard-working colonists. One
- of the most terrible things a colonist can do is to cut a
- deal with these vermin and give them the planetary
- security codes. However, you may be able to think of
- times when you'd *like* to see the colony's luxite supply
- destroyed.
-
- Warning: Be *VERY* careful about this dirty trick. Some
- colonists have been executed for aiding the pirates.
-
- FORTS
-
- When you first join the game, you may decide to end your turn in the
- Town Square or find a hiding place off in the hinterlands somewhere. As
- you build an empire, though, you will probably decide that you need a
- safe "home base" for your estate. Building a fort is an excellent way
- to secure a plot of land against intruders. A fully developed fort will
- even have an offensive weapon that can be used to strike out against
- enemies who *come near* your land. When you are *inside* your fort, you
- are invulnerable to attack by people outside: an enemy will have to
- defeat your defenses before he or she can harm you!
-
- To take full advantage of your fort, you will want to build improvements
- that make it more powerful. Forts support the following improvements:
-
- Cyberkennel Research shows that having a dog is the single most
- effective way to discourage burglars and other intruders.
- A cyberkennel will allow you to deploy mutts to defend
- your fort.
-
- Defense System This equipment generates an energy field that, so long as
- it's operational, will completely prevents access to your
- fort. Unfortunately, it's pretty easily knocked out if
- your enemy can get ahold of some explosives.
-
- Sonic Cannon This terrifying weapon can be used to blast intruders,
- and even to lash out against people who *come near* your
- fort! A fort that has a sonic cannon, a defense system,
- *and* a large pack of mutts defending will stand a chance
- even against the best-armed attacker.
-
- A.T.M. Machine If you build your fort far from town, trudging back to
- the Town Square to access your bank account is a hassle.
- This improvement allows you to access your account
- long-distance.
-
- Replicator The replicator is a powerful piece of equipment that can
- convert energy to matter. It is most reliable when used
- to replicate small amounts of low-mass material.
- Replicators generate dangerous radiation, so you will not
- want to use a replicator too many times per day.
-
- ┌─ Inside Fort ─┐
- │ Claim Fort │
- │ Fort Tools │
- │ Metamorphose │
- │ Leave Fort │
- │ Take/Leave │
- │ Manage Mutts │
- │ Fort Status │
- │ Examine Plot │
- │ Other Players │
- │ Help/Info │
- │ Use Phone │
- │ Quit Game │
- └───────────────┘
-
- Claim Fort If you can invade and capture an enemy fort, this option
- marks the fort as yours. Claiming a fort owned by
- another player also changes the land to your possession,
- allowing you to "steal" the land!
-
- Fort Tools Allows you to tune, charge, and use your fort
- improvements. See below.
-
- Metamorphose If you are a metamorph, you will need a safe place to
- hole up when changing shape. A fort is the ideal spot!
-
- Leave Fort Takes you back out to the plot menu. It can be dangerous
- out there....
-
- Take/Leave Allows you to store goods and money inside your fort.
-
- Manage Mutts If you have a cyberkennel added to your fort, you can
- take and leave mutts and program them to defend your
- fort. Mutts defending a fort fight more effectively than
- mutts defending normal land.
-
- Fort Status Allows you to review vital information about your fort.
-
- The other options are documented in the land menus, above.
-
- ┌─ Fort Tools ──┐
- │ Set Cannon │
- │ Charge Cannon │
- │ Cannon Range │
- │ Use A.T.M. │
- │ Replicator │
- │ Fort Status │
- │ Quit to Main │
- └───────────────┘
-
- Set Cannon Allows you to specify how much energy to use on each
- cannon shot.
-
- Charge Cannon When you have built a sonic cannon, you can use this
- option to transfer energy into the cannon.
-
- Cannon Range Allows you to choose whether your cannon will fire only
- to defend the fort itself, to defend the plot of land
- containing the fort, or to defend the land directly next
- door to the fort (to the North, South, West and East).
- Cannon fire is most effective at close range.
-
- Use A.T.M. Allows you to access your bank account long-distance.
-
- Replicator Allows you to convert energy to matter!
-
- CLOSING NOTES
-
- Iron Ox is a exciting and complicated game, so you may want more advice
- on strategy and game play. If the bulletin board you call is connected
- to FidoNet, the best way to get information about the game is to read
- the IRONOX game echo. Many veteran Ox players, not to mention the
- author, participate in that echo and will be happy to answer your
- questions!
-
- Another way to get more information is to read the OXTIPS*.ZIP archive,
- currently maintained by Andrew Crispen. As of this writing, OXTIPS
- hasn't been updated for version three, but we can hope to see a new
- version soon (hear me, Andrew? <g>).
-
- Good luck in the uncharted wilderness, and good mining to you!
-