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- @node Introduction to Mac Xconq, Playing Mac Xconq, Playing Xconq, Playing Xconq
-
- @section Introduction to Mac Xconq
-
- @i{Xconq} runs on the Macintosh(r).
- The interface is a full Mac interface, with multiple windows,
- click-and-drag operations, both menu and keyboard access to commands,
- and support for both b/w and color displays.
-
- @menu
- * Installing Mac Xconq::
- * Guide to Files and Folders::
- * Viewing and Printing the Documentation::
- * Introductory Game with Mac Xconq::
- @end menu
-
- @node Installing Mac Xconq, Guide to Files and Folders, Introduction to Mac Xconq, Introduction to Mac Xconq
-
- @subsection Installing Mac Xconq
-
- @i{Xconq} requires no special installation once you have unpacked it.
- Since the distribution consists of a number of files and folders in
- addition to the application proper, it will be less confusing to keep
- @i{Xconq} in a separate folder.
-
- @node Guide to Files and Folders, Viewing and Printing the Documentation, Installing Mac Xconq, Introduction to Mac Xconq
-
- @subsection Guide to Files and Folders
-
- @samp{Xconq} is the game application.
- It has been tested on nearly every kind
- of Mac (including PowerMacs), all running 7.0 or better.
- No init/extension compatibility problems have been reported so far.
-
- @samp{XconqPPC} is the native PowerMac version of @i{Xconq}.
- This is an optional component that may not be in every distribution.
-
- @samp{lib} is a folder of game modules.
-
- @samp{lib-mac} includes Mac-specific files referenced by game modules.
- @i{Xconq} doesn't absolutely require these files, but you may
- lose some pictures or sound effects without them.
-
- @samp{doc-html} is the folder of documentation in HTML format.
-
- @samp{WebMe.html} is an HTML page with links to the parts of the manual
- most useful to Mac users. This is the easiest way to get started with
- looking at the manual; either open this file from your viewer or drag it
- onto your viewer's icon, then follow the links displayed.
-
- @samp{IMFApp} is a small utility for game designers to display and convert
- images used in @i{Xconq} games.
- See below for information on how to use @samp{IMFApp}.
-
- @samp{NEWS} is information about notable changes in each release.
-
- @samp{COPYING} is a copy of the GNU Public License, which is a special kind
- of copyright that allows you to redistribute Xconq sources and binaries
- as long as you allow your recipients to do the same.
-
- @node Viewing and Printing the Documentation, Introductory Game with Mac Xconq, Guide to Files and Folders, Introduction to Mac Xconq
-
- @subsection Viewing and Printing the Documentation
-
- The source form of all the documentation is ``Texinfo'',
- which is based on TeX but is like HTML in many ways.
- You have several options for how to process and view the documentation.
-
- The easiest and quickest way to view the documentation online
- is to look at the HTML translation of the manual,
- using your favorite Web browser.
-
- The next easiest option is to look at the ``info'' files,
- ideally with Mac Emacs so as to get the hypertext abilities,
- but any other text viewer will do, as long as it can handle
- large (>32K) files. You can do the same with the manual
- sources, although they will be harder to read.
-
- For printing,
- if you can find a preformatted version in PostScript(tm), and have
- a PostScript printer, then you can send that directly to the printer
- [using what?].
-
- To make a nicely printed manual from the sources,
- you will need a version of TeX.
- There is a commercial program called TeXtures and a free version
- called OzTeX. [mention versions and locations]
-
- Note that all the information in the manual is in a portable form,
- so if you have access to another computer system with a faster
- or easier-to-use formatting and printing setup, you can use that instead.
-
- Also note that the full manual includes information about designing
- games and modifying @i{Xconq} sources.
-
- @node Introductory Game with Mac Xconq, , Viewing and Printing the Documentation, Introduction to Mac Xconq
-
- @subsection Introductory Game with Mac Xconq
-
- Double-click on the @i{Xconq} icon.
- You get an initial screen with several buttons.
- Click on New. You get a list of available games.
- The ``Introductory'' game should be highlighted;
- if not, then find it in the list and click on it.
- Then click OK. You then get a list of sides and players; click OK again.
- After some activity, you see several windows open up.
-
- The most important window is the map.
- It's mostly black, indicating that you don't know anything about
- what's out there. You should see a small picture of a city,
- and a small picture of a diagonal line of soldiers below it;
- the soldiers have a heavy black outline around them,
- along with a moving marquee around that.
- This means that they are ready to move.
- Note that the cursor is a arrow, and that it always points away from
- the soldiers. This means that if you click anywhere in the map,
- the soldiers (your @i{infantry unit}) will try to move to the place
- you clicked. This happens the same whether you click in an adjacent hex
- (or @i{cell}) or one far away, or even somewhere out in unknown regions.
- Your infantry is smart enough to find its way around some obstacles,
- and will stop and wait for new orders if they are blocked.
-
- Click to move the infantry a few times.
- Notice that the turn number is changing at each move.
- Then all of a sudden @i{Xconq} will highlight a new infantry!
- Your city was working on it quietly while you were moving the first one;
- now @i{Xconq} will ping-pong between the two, asking first about one,
- then the other.
- Get used to it - it won't be long before you have dozens or even hundreds
- of units at your command!
- Fortunately for your sanity,
- @i{Xconq} provides some assistance - more on that later.
-
- At this point you should have several infantry wandering around.
- Use them to explore the world - send each out in a different direction
- so as to learn the most the fastest. Eventually they will have spread
- out so much that @i{Xconq} has to scroll over to each one before
- asking about it. This can be a little disorienting.
- One thing you can do is to go to a lower magnification for the map;
- either click on the small mountains picture in the lower corner of
- the map window, or go to the ``View'' menu and pick something from ``Set Mag''.
- With a little experimentation, you will see that you can magnify so
- much that a single hex nearly fills the window,
- or make the whole world appear to be the size of a postage stamp.
-
- Sooner or later you will encounter either an independent city
- or an enemy unit of some sort. You can tell which is which
- by looking at the emblem in the upper right of the unit;
- independents have nothing, while enemies have a small ``2''.
- To attack either, just click to move your infantry into the
- other unit's cell. There will be a bit of flashing, and then
- either nothing happens, your infantry disappears, the other unit
- disappears, or if a city, it changes to be on your side.
- In the last case, you have just captured your first city!
-
- Capturing cities is good, because you can then have them build more
- units for you.
- When the city is ready to start building, it will be selected just
- like your mobile units;
- select ``Build'' from the ``Play'' menu, which then brings up the
- construction window. Click on a type of unit (on the right side list),
- then ``Construct''; this tells the city to produce units of that
- type, as many as is indicated by the little text box in the upper right
- corner. You can choose to build more infantry, or you can choose
- armor, which takes longer to build but moves twice as fast (except
- in the mountains).
-
- Building units and spreading them across the world is what this game
- is all about; you win when the enemy side has been entirely captured
- or eliminated. If it's being run by the computer's AI, it may just
- resign if hopelessly outnumbered. You should try to capture the
- enemy cities whenever possible; even if it is immediately recaptured,
- the disruption works in your favor.
-
- You will probably discover that when you have a large number of units,
- you get traffic jams because units can't move through each other.
- This is because the intro game does not allow ``stacking'', for
- simplicity.
- Most of the regular @i{Xconq} games do allow stacking.
-
- When you're comfortable with how to play @i{Xconq}, you're ready to
- play the standard game.
-
- @node Playing Mac Xconq, Troubleshooting Mac Xconq, Introduction to Mac Xconq, Playing Xconq
-
- @section Playing Mac Xconq
-
- @menu
- * Starting a Game::
- * Playing a Game::
- * Menus::
- * Windows::
- * Keyboard Commands::
- @end menu
-
- @node Starting a Game, Playing a Game, Playing Mac Xconq, Playing Mac Xconq
-
- @subsection Starting a Game
-
- The splash screen gives you four choices:
- ``New'', which brings up a list of games;
- ``Open'', which allows you to pick a file;
- ``Connect'', which will (when it works) allow you to pick a game to join;
- and ``Quit'', which lets you escape.
-
- Usually you will want to choose ``New'',
- which brings up a dialog listing all the games.
- You can select one and see a brief description of it.
-
- You can also load a game from a file by choosing ``Open''.
- This just uses the standard Mac file-opening dialog.
- You restore a saved game this way.
- You can also open from the Finder by
- double-clicking on the file's icon.
-
- @menu
- * Loading a Game::
- * Choosing Variants::
- * Player Setup::
- * Final Setup::
- @end menu
-
- @node Loading a Game, Choosing Variants, Starting a Game, Starting a Game
-
- @subsubsection Loading a Game
-
- Whether you've chosen from New Game or Open Game,
- @i{Xconq} will go through a loading process,
- which may take a while if the game is large or complicated.
-
- You may get some warning alerts, which are often benign
- (such as an inability to find some images),
- but others are indicative of disaster ahead.
- If you see one and continue anyway,
- don't be surprised if the game goes up in a cloud of smoke later!
-
- @node Choosing Variants, Player Setup, Loading a Game, Starting a Game
-
- @subsubsection Choosing Variants
-
- If the game includes any ``variants'',
- you will then get a dialog with assorted buttons and checkboxes to
- choose from. For instance, some games let you choose whether the
- whole world is visible when you start,
- or what kind of scoring system to use.
-
- Different games have different variants,
- but there are several used by many games.
-
- The ``World Seen'' checkbox, when set, makes the whole world seen right
- from the beginning of the game. This only affects the initial view,
- and you will only see some types of units belonging to other players,
- such as their cities.
-
- The ``See All'' checkbox makes everything seen all the time,
- right down to each occupant of each unit of each side.
- This makes @i{Xconq} more like a boardgame,
- where little or nothing is secret.
-
- The ``World Size'' button brings up a dialog that you can use to change
- the dimensions of the world in everybody will be playing.
- In @i{Xconq}, the available area of the world is either a hexagon,
- or a cylinder wrapping entirely around the world.
- Click or drag within the display area of the dialog to select an
- approximate size, or type in the text boxes.
- You get the cylinder by setting the circumference equal
- to the width of the area. See the generic player's manual
- for more details about world size and shape, and be aware
- that it's very easy to select a world that is much too large
- for reasonable play (the default of 60x30 is a medium-sized game;
- 200x100 is enormous!)
-
- The ``Real Time'' button brings up a dialog that you can use to set
- realtime countdowns. You can limit both the total time allotted to a game,
- to each turn, and/or to each side.
-
- @node Player Setup, Final Setup, Choosing Variants, Starting a Game
-
- @subsubsection Player Setup
-
- The player setup window shows the sides that will be in the game
- and who will play each side.
- As with the variants, you will often just want to accept it
- (click ``OK''), since the game's designer usually sets the defaults reasonably.
-
- If you want to change the setup,
- you first need to understand the current set of sides and proposed players.
- Each entry in the list of sides starts off with the side's emblem
- (if it has one), followed by the name of side, then in italics,
- some information about the player, and then the initial advantage
- for the player. You, the person sitting in front of the screen,
- is described as ``You'', while players that are actually run by the
- computer are described as ``AI mplayer'', ``AI'' being short for
- ``artificial intelligence''
- (In some games, a player may be a specialized AI, named @var{name},
- in which case it will be described as ``AI @var{name}''.)
-
- In games that allow you to have more than the default number of sides,
- you can just click the ``Add'' button.
- All the other controls require you to have selected a side/player pair.
- You can do this by clicking anywhere in one of the boxes describing
- the side/player pair, which will be highlighted in response.
-
- The @samp{Computer} button toggles the AI for that side.
- You can add an AI to any side (including your own side; more on that later).
- You can also remove the AI from any side; a side with no AI and no
- human player will just sit quietly and do nothing throughout the entire game.
-
- If you don't like the side you're on, you can use the @samp{Exchange}
- button to switch. The ordering of the sides is fixed,
- so exchange just exchanges players between the currently selected
- side/player pair and the next one. It can take a little experimentation
- to get the hang of using this, but you can generate any arrangement
- of players using a combination of selection and exchange.
-
- @node Final Setup, , Player Setup, Starting a Game
-
- @subsubsection Final Setup
-
- When you have OKed all the setup dialogs, @i{Xconq} will finish setting
- up the game. For some games, this will take quite a while - @i{Xconq}
- generates random terrain, positions countries so that they are neither
- too close nor too far apart, and does many other things to set up the
- game, so just kick back and watch the progress bars.
-
- Once everything is set up, @i{Xconq} then opens up the game window, the
- instructions window, and one map window for you. The map shows you
- terrain with different patterns, and your playing pieces (units) with
- small pictures.
-
- Note that some @i{Xconq} games allow the AI either to act first, or to
- start acting as soon as the windows come up. You may even find yourself
- being attacked before you know what's happening! This is a feature; the
- AI isn't good enough to afford to give you any breaks.
-
- @node Playing a Game, Menus, Starting a Game, Playing Mac Xconq
-
- @subsection Playing a Game
-
- The basic pattern of play is to find a unit in a map or list window,
- click once to select it, and then pick commands from the @samp{Play} menu.
- There is also an ``auto-select'' mode that does the selection for you
- and interprets mouse clicks as movement commands; @i{Xconq} actually
- starts up in this mode.
-
- You can select units by clicking on a unit, shift-clicking a group,
- dragging out a selection rectangle, or by using Command-A to select all
- units. A selected unit is indicated by an outline box - solid black to
- indicate that it can move, dark gray to indicate that it cannot move,
- and gray to indicate that it cannot do anything at all (at least during
- this turn; some types of units may only get to do something once in a
- while). If clicking on a unit image doesn't have any effect, then it's
- not a unit that belongs to you.
-
- To move a selected unit, drag the selected unit to its desired new
- location. The unit might not move right away if it doesn't have the
- action points, but it may get some in the next turn. To move all
- selected units, do Command-click on the desired location and all of them
- will attempt to move there.
-
- To shoot at another unit, you can position the mouse over the desired
- target, type 'f', and all selected units will attempt to fire. This
- works even if all units are selected, so you can call down considerable
- destruction with 'f'! If the target is too far away, nothing will
- happen.
-
- To find out more about a unit, pick ``Closeup'' from the ``Play'' menu
- or do Command-I. This brings up a window that shows all kind of data
- about a single unit. You can leave this window up and it will always be
- kept up-to-date.
-
- To jump ahead to the next turn, do the menu command ``End Turn'' or
- <return>. You may have to do this if some of your units still have
- action points, but not enough to do any of the things you want them to
- do.
-
- The Game window (Command-1) shows the status of all the sides in the
- game. The window shows both the emblem (if available) and name of each
- side. A small computer icon indicates that an AI is running the side,
- while a face icon indicates your side's relationship with the side
- (smiling means friend/ally, frowning means enemy, flat expression means
- neutral).
-
- Each side also has a progress bar that shows how many actions its units
- have left to do.
-
- @c [describe auto-selection]
-
- @node Menus, Windows, Playing a Game, Playing Mac Xconq
-
- @subsection Menus
-
- This section describes all the menus.
-
- @menu
- * File Menu::
- * Edit Menu::
- * Find Menu::
- * Play Menu::
- * Side Menu::
- * Windows Menu::
- * View Menu::
- @end menu
-
- @node File Menu, Edit Menu, Menus, Menus
-
- @subsubsection File Menu
-
- The File menu includes the usual sorts of commands that all Mac programs share.
-
- @table @code
-
- @item New Game
-
- Brings up the new game dialog.
-
- @item Open Game
-
- Brings up a standard file dialog.
- @i{Xconq} will assume the selected file to be a game definition and
- attempt to load it as such.
-
- @item Connect
-
- Use the Connect item to join in a game that is already running elsewhere.
- (Not implemented yet.)
-
- @item Save
-
- Saves the game to a file.
-
- @item Save As
-
- Saves the game to a file, with a name chosen from a dialog that pops up.
-
- @item Preferences
-
- Brings up a dialog that you can use to select various options.
- [need to describe preferences]
-
- @item Page Setup
-
- @item Print Window
-
- Prints the front window.
-
- @item Quit
-
- Leaves @i{Xconq}.
-
- @end table
-
- @node Edit Menu, Find Menu, File Menu, Menus
-
- @subsubsection Edit Menu
-
- Note that there is no Undo. Hey, this game is a life-or-death struggle,
- and you may have noticed that you don't get an Undo in real life either...
-
- @table @code
-
- @item Cut
- @item Copy
- @item Paste
- @item Clear
-
- These are not normally enabled, but if a text entry window is up,
- then you can use these in the usual way. Examples of text entry
- include the command input dialog and the construction run length
- item in the construction dialog.
-
- @item Select All
-
- Selects all units that you are currently allowed to select. Most
- commands will operate on multiple unit selections, so this is a powerful
- (and therefore dangerous) option. For instance, if you select all units
- then put them all to sleep, nobody will do anything at all.
-
- @item Design...
-
- The Design item is for access to game designer tools. You cannot use
- these during a normal game; you will be asked to confirm that you want
- to design, and if so, @i{Xconq} will change all the windows
- appropriately and bring up a special designer's palette. This is a
- one-way activity; once somebody in the game becomes a designer, all
- players will be notified and computer-run players will no longer bother
- to play. (In case it's not obvious, this is because it's too easy to
- cheat using the designer's powers.)
-
- @end table
-
- @node Find Menu, Play Menu, Edit Menu, Menus
-
- @subsubsection Find Menu
-
- This menu is for various kinds of searching.
-
- @c should implement or remove...
-
- @table @code
-
- @item Previous Actor
-
- This item selects the previous unit that can do actions.
-
- @item Next Actor
-
- This item selects the next unit that can do actions.
-
- @item Location
-
- @item Unit by Name
-
- @item Selected
-
- This item scrolls the most recently-used map over to show the selected unit in a list.
-
- @end table
-
- @node Play Menu, Side Menu, Find Menu, Menus
-
- @subsubsection Play Menu
-
- This menu is the main set of commands that you can give to individual units.
- When you specify one of these, the units affected will be whatever is
- selected in the window. If the window is of a type that does not have
- selected units (such as a help window), then the items on this menu will
- be disabled.
-
- @table @code
-
- @item Closeup
-
- This items opens closeups (see below) of all the selected units.
-
- @item Move
-
- @item Patrol
-
- @item Return
-
- This item directs the selected units to return to the closest place where they can
- replenish supplies that have been used up.
- If the unit has been damaged, it will also look for places to get repairs.
-
- @item Wake
-
- Wakes up the selected units.
-
- @item Sleep
-
- Puts the selected units to sleep.
-
- @item Reserve
-
- Puts the selected units into reserve.
-
- @c @item Delay
-
- @item Build
-
- Brings up the construction window and selects the first of the selected
- units that can do construction.
-
- @end table
-
- @node Side Menu, Windows Menu, Play Menu, Menus
-
- @subsubsection Side Menu
-
- This menu is for overall control of the side you're playing.
-
- @table @code
-
- @item Sounds
-
- Enables or disables sound effects.
-
- @item AI
-
- This is a submenu that lists the possibilities for AIs to run the side
- for you. Select the name of an AI to have it decide units' moves for
- you. If you select @samp{None}, then the AI will shut itself off and
- return the units it was controlling to your control.
-
- @end table
-
- @node Windows Menu, View Menu, Side Menu, Menus
-
- @subsubsection Windows Menu
-
- This menu is for the creation and arrangement of windows.
-
- @table @code
-
- @item Game
-
- This item brings up the game window.
-
- @item Notices
-
- This item brings up the notices window.
- Notes are messages about things that are happening in the present.
- It has a limited capacity (32K of text), so old notices eventually
- disappear.
-
- @item History
-
- This item brings up the history window.
- The history is a complete record of important events.
-
- @item Construction
-
- Brings up the construction window. Unlike the ``Build'' item under ``Play'',
- the window will not be put away after you have requested construction.
-
- @item Command
-
- This item creates or brings forward the command entry window.
- The command @code{'o'} has the same effect.
-
- @item New Map
-
- Create another map window.
-
- @item New List
-
- Create another list window.
-
- @end table
-
- The rest of the menu lists the windows that are currently open. You can
- select a menu item to bring its corresponding window to the front.
-
- @node View Menu, , Windows Menu, Menus
-
- @subsubsection View Menu
-
- The View menu gives you control over the appearance of the window you're
- currently looking at. Each kind of window that has any view controls
- will have a different view menu. Currently only map and list windows
- have view menus. Each window has its own view settings, although you
- can set defaults for new windows from the preferences. You can find the
- descriptions of each view menu's items under the description of its
- window, below.
-
- @node Windows, Keyboard Commands, Menus, Playing Mac Xconq
-
- @subsection Windows
-
- @i{Mac Xconq} lets you have many windows open at once.
- Each type has its own specialized functionality.
-
- [mention new history and notice windows]
-
- @menu
- * Map Windows::
- * Game Window::
- * List Windows::
- * Unit Closeup Windows::
- * Construction Window::
- * Instructions Window::
- * Help Window::
- @end menu
-
- @node Map Windows, Game Window, Windows, Windows
-
- @subsubsection Map Windows
-
- A map window gives you an overhead view of some part of the @i{Xconq} world.
- As you might expect, you can scroll around to look at different parts.
- You can also zoom in and out using the small zoom icons in the lower
- left corner; zooming in (``closer mountains'' icon) makes the cells larger,
- while zooming out (``farther mountains'' icon) makes the cells smaller,
- so you can see more of the world. You can zoom way in or out!
-
- The optional ``top line'' of the map window supplies you with information
- about what the cursor is currently over, plus the current game date.
-
- The map control panel is along the left side. At its top is the
- auto-select/move-on-click button. Below that is a set of
- find-next/previous buttons. The next set of buttons is controls
- for how the map will be displayed. These behave identically to
- the map's View menu items.
-
- Map View Menu
-
- Since maps are the main interface to @i{Xconq} games,
- you have many options for controlling their appearance.
-
- @table @code
-
- @item Closer
-
- This item increases the magnification of the map, which draws
- units and cells larger. This is useful when many units are
- stacked in a cell or transport unit.
-
- @item Farther
-
- This item decreases the magnification of the map, which draws
- things smaller and with less detail, but you can see a larger
- area at once, which is useful for strategic planning.
-
- @item Set Mag
-
- This submenu allows you to select a magnification directly.
- The numbers indicates the approximate size in pixels of the
- icons. Units generally become unrecognizable at less than 16x16.
-
- @item Angle
-
- This submenu allows you to select an angle at which to view the
- map. Choices are 15 degrees, 30 degrees, and 90 degrees (overhead).
-
- @item Names
-
- @item Elevations
-
- This item controls the display of contour lines indicating elevations.
-
- @item People
-
- This item controls the display of which cells' people belong to which sides.
-
- @item Weather
-
- This is a submenu that includes controls for the display of temperature,
- clouds, and winds.
-
- @item Materials
-
- This is a submenu that includes an item for each type of material that
- a cell might have in it.
-
- @item Terrain
-
- This is a submenu that includes toggles for the display of each
- border and connection type.
-
- @item Daylight
-
- This item controls whether the display is darkened for those cells
- that are dark.
-
- @item Coverage
-
- This item controls whether view coverage is displayed. Cells with no
- view coverage by any units are darkened.
-
- @item Grid
-
- This item controls whether the grid separating cells is shown.
-
- @item Top Line
-
- This item controls whether the top line of the map is displayed
- or hidden.
-
- @item Unit Info
-
- This item controls whether the unit info at the top of the map is
- displayed.
-
- @item Other Maps
-
- This item controls whether outlines of other maps are drawn on
- the map.
-
- @item Font Size
-
- [not yet implemented]
-
- @end table
-
- @node Game Window, List Windows, Map Windows, Windows
-
- @subsubsection Game Window
-
- The game window shows you the turn number or date of the current turn,
- as well as any realtime clocks that may be counting down, and a list
- of all the sides. For each side, you see its name, the emblem for
- that side, a progress indicator, and icons indicating the side's attitude
- and whether it is being played by the computer.
- You may also numbers indicating scores and/or real time remaining.
-
- The progress bar shows how much movement a side has done during the turn.
- This usually goes down during the turn,
- but because it indicates a percentage rather than an absolute number
- of actions, the percentage may go up sometimes.
- For instance, if some of your units that have already acted are captured,
- then the percentage goes up because the @emph{total} number
- of actions has gone down! A gray bar indicates that the side has
- finished all movement for this turn. There may also be a dashed vertical
- line in the bar, which indicates the percentage of units that are asleep
- or in reserve. Note that a player can always wake up sleeping or reserve
- units at any time before the end of the turn.
-
- @node List Windows, Unit Closeup Windows, Game Window, Windows
-
- @subsubsection List Windows
-
- A unit list window just lists all the units, one line each.
- This is useful for getting a more organized look at your assets.
- A unit listing shows the icon for the unit, its name and type,
- action points, hit points, supply, etc.
-
- You can create more than one list window.
-
- If you select a unit in the list and then choose Find Selected from the
- the Find menu, then a (randomly selected) map will be scrolled over to
- that unit.
-
- List View Menu
-
- List view controls typically either affect what will be listed,
- or the sorting of the list. There is also an item to control
- the size of the unit icons.
-
- @table @code
-
- @item by Type
-
- @item by Name
-
- @item by Side
-
- @item by Acting Order
-
- @item by Location
-
- @item with Transport
-
- @item with Commanders
-
- @item Larger Icons
-
- This item controls the use of larger (32x32) or smaller (16x16)
- icons for displaying units graphically.
-
- @end table
-
- @node Unit Closeup Windows, Construction Window, List Windows, Windows
-
- @subsubsection Unit Closeup Windows
-
- For any unit, you can create a closeup window.
- This window supplies full details on the unit.
-
- @node Construction Window, Instructions Window, Unit Closeup Windows, Windows
-
- @subsubsection Construction Window
-
- You use the construction window to control the construction of new units.
- The window comes in two parts; the left side is a list of all the units
- that can do construction, while the right side is a list of all the types
- that can be constructed.
-
- @node Instructions Window, Help Window, Construction Window, Windows
-
- @subsubsection Instructions Window
-
- The instructions window is the basic info about what game you're playing
- and what you're supposed to do. Many game designs have few or no
- instructions. There is a Help button that just brings up the help
- window, for convenience.
-
- @node Help Window, , Instructions Window, Windows
-
- @subsubsection Help Window
-
- @i{Xconq}'s help information is organized into a list of topics. When
- you first open the help window, you will see the list, and a row of
- buttons. To look at a specific topic, just click on it.
-
- The ``Topics'' button goes straight to the list of topics, while the
- ``help'' button shows you the topic describing the help system itself.
- ``Prev'' and ``Next'' buttons take you through the topics in order,
- while ``Back'' goes to the last topic you looked at.
-
- @node Keyboard Commands, , Windows, Playing Mac Xconq
-
- @subsection Keyboard Commands
-
- @i{Mac Xconq} understands all the single-character and long-name
- commands that are defined for @i{Xconq} in general. In addition, it
- also defines Mac-specific commands:
-
- @table @code
-
- @item
- @code{C-[} @code{escape} Escape character.
- This is implemented as a command, but in practice, it is a
- way to escape from interaction modes.
-
- @end table
-
- @node Troubleshooting Mac Xconq, , Playing Mac Xconq, Playing Xconq
-
- @section Troubleshooting Mac Xconq
-
- If @i{Xconq} crashes, that is a serious problem; please report it, and
- include as much information as possible about your system, what you were
- doing, which options were in effect, and so forth.
-
- @i{Xconq} will sometimes display ``error'' or ``warning'' alerts.
- These can be caused either by bugs in @i{Xconq}, or more likely,
- by mistakes in the design of the game you're playing.
- For instance, you may be playing a version of a game that
- has been modified by one of your friends,
- but the modification was not done correctly,
- and you'll get an alert unexpectedly.
-
- ``Error'' alerts are fatal; you may be able to save the game at that point,
- but don't count on it. Common ones for @i{Mac Xconq} include errors
- because you're
- loading a text file that is not a valid game, and running out of memory.
- Most error alerts occur during game startup, while @i{Xconq} is checking
- out the game definition that it's loading. Error alerts that appear during
- a game, and do not involve running out of memory, are more serious, and
- may indicate bugs in @i{Xconq}, so you should try to save the game and report
- what happened.
-
- There are many kinds of ``warning'' alerts. Warnings are not fatal,
- but they do indicate that all is not well.
- If you get a warning alert and don't know what it means,
- it's safer to quit than to try to struggle on.
- Most warnings indicate mistakes in the design of the game you're playing,
- and should be reported to the game designer.
- If you @emph{know} that a warning is unimportant, and don't want to
- see it over and over, you can hold down the Option key while clicking
- on the Continue button; this will suppress all future warnings.
-
- @xref{Problems and Troubleshooting} for a list of common error and
- warning messages, and what they mean.
-
- @menu
- * Known Bugs::
- @end menu
-
- @node Known Bugs, , Troubleshooting Mac Xconq, Troubleshooting Mac Xconq
-
- @subsection Known Bugs
-
- In the construction window, clicking on ``Build'' doesn't
- always result in a unit being created immediately.
- It may be that the builder has used up its acp and can't
- start construction until the next turn, or that it hasn't
- come up for executing actions in the current turn.
- Clicking a second time will make the construction start
- immediately.
-