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Conquest_v.93
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1990-02-21
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Conquest
--------
COPYRIGHT NOTICE:
Conquest is Copyright © 1990 by W. Michael Bryant
All rights reserved.
This software is provided AS IS. No warranties or guarantees
are expressed or implied. Michael Bryant cannot be held
responsible for ANY problems arising from the use of this
software; use at your own risk.
BACKGROUND:
This program has been in the works for quite some time now. It was
originally inspired by a program on the Radio Shack CoCo. My first
version of this program was called Conquest and was written in BASIC.
Next came a version that ran on a PDP 11/45, then finally this
version on the Amiga. The program has grown quite a bit since its
first conception. Unforunately, it has taken so long to get this
program done for the Amiga that other games called CONQUEST have
sprung up. For a while, this game was renamed to "Dominion", but that
still didn't feel quite right. For now the game is called
"Lore of Conquest", if there are any suggestions for names, let me know.
INTRODUCTION:
Conquest is a war game similiar in concept to the board game Risk.
You are the lord of an entire world, destined to rule the galaxy.
Some worlds are virgin fruits, ready for you to colonize. Some
worlds have natives who do not wish to accept your rule, these you
must conquer for they will yield more valuable resources. As you
claim the galaxy you will find, you are not the only one extending
your dominion. This is a two-player game. Be prepared to defend
yourself and take what is yours!
----------------
The following instructions give only a brief description of game
play. Experiment with the program and find out how the program
runs and what strategies will lead you to victory!
PLAYING THE GAME:
Dominion is a two player game where each player secretly enters their
moves for each turn. When Dominion is started, you are asked for
each player's name and the number of turns you wish to play.
Next, the galaxy map will be displayed and each player will be asked
to select their homeworld. Available worlds will be outlined. Select
your homeworld by clicking on the letter of the world.
The game has now started. At the beginning of each turn you will be
displayed your income for the turn. You earn income for each world
that you control. Each world has a class value assigned to it. The
higher the class, the more income the world generates. A homeworld
is a minimum of class 7.
After closing the income window you will see the galaxy map and command
window. On the galaxy map you will see the first letter of each
planet's name, and a number or a question mark next to it. The
number indicates the class of the world. A question mark indicates
that the world has yet to be explored.
You need ships in order to explore and conquer other worlds. Select
"Buy Ships" from the command window. The following are the types
of ships available:
Scout - Fastest ship. Non-combative. Flies past one
or more worlds, to gather information on each.
Cruiser - Fast ship. Average fighter, but cheap.
MissileShip - Average speed. Excellent fighter but must
wait to reload every other turn.
Dreadnought - Big, slow, awesome battleship. Best fighter,
best defender.
Railship - Slowest. A High-Tech piece of hardware.
A huge flying cannon that will automatically
destroy one other ship in reverse order.
** More on this later.
Send ships to other planets using the "Launch Fleet" command. Fleets
of ships will only move as fast as the slowest ship. If you wish
to launch a scout use the menu command "Launch Scout". Scouts can
scan multiple planets before finally landing on one. They can be
invaluable for keeping track of enemy fleets.
When more than one enemy fleet is present on a planet, combat occurs.
The offensive capabilities for the entire enemy fleet are compared to
the defensive capabilities of your fleet. This determines how many
casualities you will sustain. Casualties will be first removed from
ships in the following order:
Cruisers, MissileShips, Dreadnoughts, Railships
This means that all casualties will be taken from cruisers until none
are left, then from missileships, and so forth.
Railships are a special case. These ships can attack from long range
and destroy a ship with a single shot from their massive cannon. These
ships can only fire once a turn but destroy ships in the reverse order
of normal casualties:
Railships, Dreadnoughts, MissileShips, Cruisers
This means that after one turn of combat only one side will still have
any railships in combat. These ships can be an extreme strategic
advantage.
Planets of class 4, 5, or 6 will have natives. These natives when left
alone will slowly build ships of their own. A player discovering a
class 6 planet late in the game might find a mighty native fleet to
contend with!
All planets generate income each turn. If you own the planet, you get
all the income stored for the planet. It is therefore a stategic
advantage to conquer the natives before your opponent does.
----------------------------------------------------------------------
There are many stategies and finer points to this game. If you can't
seem to figure out the game, or have questions about it, send me a
letter at the address below or contact me on BIX as mikebryant.
If you like this program and would to show your appreciation, send
me a letter. If you REALLY like the program, send me money! I can
be reached at:
Mike Bryant
8 B Blue Hill Commons
Orangeburg, NY 10962
This program has been evolving for a number of years now. Please feel
free to send any comments or wishes for enhancements for future
versions.