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The Best of Select: Games 9
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1995-08-09
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MechWar
Fortress Design Module
Version 1.2
Klaus Breuer, 1995
Dedicated to:
Vernon Everett - good friend and great drinker :)
If all else fails, read The Manual
Usually all else failed because you didn't
1 What is this thing?
For all of you who hate manuals that just blurb endlessly on before
explaining what they are all about:
This program is part of the MechWar package, and is used to create
special buildings, called Fortresses. Even if you don't have the other
MechWar modules, you can use this system to design your own buildings for
the BattleTech universe.
2 Legal Stuff
2.1 Copyright
Well, what can I say. I have written to FASA Corporation for permission
to use their names (I simply don't know if there is a TradeMark on terms
like 'Mech, Marauder, and so on), but still haven't received any reply
yet.
Since I'm not going to sell this program, or ask any money for it, I hope
it's ok. Please tell me if I'm doing something illegal (gasp), then I'll
go about changing names, and the like.
Thus I don't even have a Copyright on the program. I do, however, have a
Copyright on the code itself :-)
2.2 Distribution
Now this is important!
You are very welcome to spread the (unmodified) package about, upload it
to BBS systems, make it available on ftp servers, or whatever.
However, I am imposing two conditions:
o You are not allowed to change the archive (except repacking it in
a different format). Meaning while you can include a BBS-Ad in the
Zip-Comment, you are not allowed to include an ad as a file (how I
hate loosers like that).
o You are not allowed to charge money to distribute this package. At
all! You are not even allowed to charge a copying or handling fee
(shipping is ok, but don't overprice that, either). This program
is free, and I don't want some sleazy, overpriced ShareWare vendor
making money out of my work.
o Note that this also applies to CD-ROM distributors! I've found my
program (in v1.12) on several CD-ROMs, and have become rather
angry about it.
The only exception to this are the Walnut Creek guys who make the
excellent SIMTEL CD-ROMS. You're welcome to include this program.
- 2 -
2.3 How to register
Registering won't currently bring you much (except for me to know that I
have your support), and it won't give you anything extra in the future,
either.
I am not going to half-cripple this program to get people to register,
and I'm not writing GuiltWare either.
I am, however, writing CardWare.
So, if you like this program, please send me a post card from your city,
so I know where this program is spreading to. Note that I actually need a
card (as opposed to a letter), as I'm making a collage out of them.
Everyone registered will be added to The Hall Of Heroes, displayed at
startup of the main program.
Note that I release this program as ShareWare, not as Public Domain. That
means, please do copy this program and give it away, but the code is
(C)1992,95 by me.
By the way: I got most registrations from far away: America, Canada,
Africa - and only very, very few from my homeland Germany. Shame on you
guys :)
2.4 Credits
Although I'm the only author of this package, I couldn't have done it
without two groups:
FASA FASA Corporation (P.O. Box 6930, Chicago, IL 60680, USA)
designed the original board game. Obviously, without
them MechWar wouldn't exist :)
You I've had lots of help from lots of people out there,
primarily from the InterNet. That a v1.2 ever came out
is only your fault...
3 System requirements
This program should run on any PC with 640Kb RAM, even on the old 8088
CPUs (yuck).
Note, however, that the rest of the MechWar package will only run on
80286 (or higher) CPUs with about 2MB RAM. Sorry about that, but I need
the protected mode...
SVGA will also be needed for the 800x600x256 mode of the main program.
4 Usage
Simply start this program by running FD.EXE.
- 3 -
The program is very simple to use. I suggest you run it now (use [F1] for
help), play around with it and then come back to this chapter if you have
any trouble.
You will want to read the other chapters, though :)
In the Menus, just move around using the [Cursoe Keys] and [Enter]. You
can also just press the highlighted key.
4.1 Design New Fortress
With this option, you get to the main part of the program: the designing
screen. Simply press the highlighted key to change the fields, using
[Cursor Up] and [Cursor Down] to change numeric variables.
Allow me to explain in detail:
4.1.1 Name
Whew - that's a toughy. Would you have guessed that every type of
Fortress requires a unique name? Well, here's where you enter it :)
4.1.2 Era
This defines the Era the Fortress is built in: 2075, 3025, Inner Sphere
(3055), Clan, KlausTech (my own inventions) and NewTech (your
inventions).
This only has an influence on the type of equipment you can use.
4.1.3 Number
Every fortress must have an unique number, by which it known in the game.
4.1.4 Icon
Every Fortress needs an icon representing it on the map, so here you can
define which icon to use. This way, you can have a different icon for
every Fortress. Also, it allows you to camouflage a fortress to appear as
a normal building (unfair, though...)
4.1.5 Description
Often enough, a Fortress is designed for a very specific purpose, for
example defending a pass. It might be poorly suited for other, more
general purposes, so here you can write some comments, explaining your
design.
4.1.6 Limits/Comments
There are different type of fortresses, and some of them are subjected to
certain kinds of limits (for example, a naval base can only be built on a
shoreline, otherwise your ships can't reach it).
- 4 -
4.1.7 Weight of Fortress
This shows the current and the maximum weight of the Fortress. The
maximum weight is determined by its CF (see below).
Note that you cannot save an overweight Fortress.
4.1.8 Type
As the type of Fortress can affect other values (like CF, maximum size,
etc), you should set it first.
Here's where I deviate from the Compendium, thanks primarily to Andrew
Pann, who mailed me 1E6 ideas about MechWar, especially about buildings.
Buildings will be able to interact in v1.3, supplying each other with
power, etc.
In v1.2, the following types are available:
Fortress An armed house, optionally containing a turrent. This is
what the Compendium calls a Gun Emplacement. It is
controlled by one of the players.
Mine This building mines ores, etc. So far, they don't really
have a use, but in v1.3 they'll work together with the
refineries.
Refinery Refines the ore from the mines, delivering it to the
factories. I'm thinking about using vehicles to
transport ore from the mines to the r