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- VERSION 1.0
- Copyright © 1991 Jeremy Jones
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-
- Amiga version written by Jeremy Jones
- Adapted from the Commodore 64 version by Electronic Arts
-
- Original game concept by
- Bill Eberle, Jack Kittredge, Peter Olotka,
- Ted Schmeckpeper, Trevor Western
-
- This Amiga version of Lords of Conquest is FREELY DISTRIBUTABLE.
- Developed with SAS/C 5.10 © 1990 SAS Institute Inc.
-
- PLEASE SEE END OF FILE
- ----------------------------------------------------------------------------
- HAVEN'T I HEARD OF THIS GAME BEFORE?
- Probably, if you ever owned a Commodore 64. LOC was my favorite C=64
- game. After much arm-twisting by my friends who also loved LOC, I
- decided to try to make an Amiga version. This is my attempt. I realize
- it is incomplete. The '64 version had a one-player game, random maps, and
- other things I'm sure I missed. However, I'd love to improve this game,
- so I'm asking for suggestions.
- ----------------------------------------------------------------------------
- OVERVIEW
-
- LORDS OF CONQUEST (LOC) is a war game for two to four players. Players
- can create their own maps, although hopefully several maps will be included
- in this release. This ability to play different maps provides almost
- infinite variation and helps make LOC a very addicting game.
- Maps are made up of territories. Players begin the game by picking
- territories. During the game, players will produce resources based on
- the types of territories they occupy. They then use these resources to
- build cities, weapons, and boats. Players attack other players using
- weapons, horses, and boats. Finally, a lord of conquest is proclaimed when
- either he has all the territories on the map or he has built enough cities
- to win. All players agree on how many cities can be built to win at the
- beginning of the game.
- -----------------------------------------------------------------------------
- System Requirements:
- I don't know of any. LOC should work fine on an Amiga with only 512k.
-
- Tested on an Amiga 500 under 1.3 and 2.0
- ----------------------------------------------------------------------------
- GETTING STARTED:
-
- Put the following files in a directory somewhere:
- LOC
- LOC.info
- attack.snd
- beep.snd
- intro.snd
- repulse.snd
- LOC.doc (optional)
- LOC.doc.info (optional)
-
- Create the following directories INSIDE the directory where LOC resides:
- Maps
- SavedGames
-
- Then copy the map files (those ending in ".loc") to the Maps directory.
-
- Last, LOC uses a very small font called "loc.font". Copy the file
- "loc.font" to your FONTS: directory. Create a subdirectory there
- called "loc" and copy the file "7e" to that subdirectory.
-
- NOTE!!! LOC USES THE ARP.LIBRARY! If you don't already have the
- arp.library, copy "arp.library" to your LIBS: directory.
-
- That should do it!
- ----------------------------------------------------------------------------
- Now, let's get to the game...
-
- SOME BASICS:
- The entire game is controlled via the mouse using the gadgets on the
- right of the screen and the pull-down menus. Also, players will need to
- select territories from the map. When the game asks for this, simply point
- to the desired territory and click the left mouse button. Often, functions
- such as building and shipment may be aborted by clicking on water instead
- of a territory. The main functions of each phase are shown on the strip
- on the right side of the screen. The pull-down menus are used to access
- functions that are available during all phases (except Save Game, see below).
-
- SELECTING A TERRITORY:
- When LOC needs a player to select a territory, it displays a thin
- window at the top of the screen with a message about what territory
- the player needs to select. Simply point the mouse to the territory
- you wish to select and click the left mouse button.
-
- MAIN MENU:
- The main menu presents you with four basic operations:
- BEGIN A NEW GAME: Does what it says.
- LOAD A SAVED GAME: Also does what it says.
- MAP MAKER: This starts the map maker. Use this if you want to build
- your own maps for later play.
- QUIT: Ends the program :)
-
- OPTIONS MENU:
- Once you select BEGIN A NEW GAME, the options menu is displayed.
- Here, all players decide on what type of game is to be played.
- NUMBER OF PLAYERS: There can be 2, 3, or 4 players.
- CITIES TO WIN: This selects the number of cities that may be built to
- win the game. Players can choose 3 through 9 cities to
- win, or NONE. If NONE is chosen, a player can only win
- the game by conquering all territories.
- RESOURCE ABUNDANCE: Players can select Low, Medium, or High. This
- decides how many resources there will be on the
- map. High has the most, Low has the least. Games
- with high resource abundance generally move faster
- than those with low resource abundance.
- ELEMENT OF CHANCE: Players can again select Low, Medium, or High.
- This controls the chance that a random event will
- occur. (more on this later)
-
- PLAYER NAMES: If nothing is entered here, default player names are
- "Player 1", "Player 2", etc.
-
- Once everything has been decided, click on the OK gadget.
- Next, a map must be selected. LOC uses the standard ARP file requester
- for all it's file operations. Select a map and click on OK.
- You will then be presented with the map menu. If you want to choose
- another map, click on "Load New Map". If the map you have chosen and
- it's resource placement are satisfactory, click on "Use This Map".
- "Redistribute Resources" randomly redistributes all the resources on
- the map. "Exchange Two Resources" allows you to exchange the resource
- types of two different territories, including territories with no
- resource. Simply click on one territory and then another and their
- resource types will be switched. It is usually necessary to do this
- several times in order to avoid maps which are unfairly weighted on one
- side because of the random placement of resources. Once all players
- agree that the resource placement is fair, click on "Use This Map".
- The game then begins by each player taking turns choosing territories
- to occupy.
-
- RESOURCES:
- Here are the five resources types and rough descriptions of their symbols:
- COAL: :.
- IRON: I
- WOOD: !
- GOLD: :-:
- STABLE: \|/
- -----------------------------------------------------------------------------
- PLAYING THE GAME:
-
- An LOC game is made up of years. Each year has different phases that
- occur in succession. Random events may occur which prevent certain
- events from happening in a given year. These phases are as follows:
-
- 1. DEVELOPMENT: In the development phase, players build weapons, cities,
- and boats using their resources. Since players begin
- the game with no resources, the development phase is
- skipped in the first year. Costs are as follows:
-
- WEAPON: Either 1. One coal and one iron
- or 2. Two gold
-
- CITY: Either 1. One coal, one iron, one wood, one gold
- or 2. Four gold
-
- BOAT: Either 1. Three wood
- or 2. Three gold
-
- Each territory can have at most one horse, one weapon,
- and one city. Boats can obviously be built only on
- territories that touch water. The maximum number of
- boats a territory can have is dependent on the amount
- of "shoreline" the territory has, with a maximum possible
- number of 9 boats.
-
- 2. PRODUCTION: In this phase, players produce resources based on the
- types of territories they occupy. One resource is
- produced for each type of territory occupied, except
- cities where two are produced (see CITIES).
-
- With stables, a horse is produced on the stable if no
- horse is already there. If there is already a horse
- on the stable, then a horse is produced on a territory
- that is adjacent to the stable and occupied by the
- same player. This "branches out" until all territories
- reachable by the stable have a horse on them.
-
- 3. TRADE: Players are able to trade resources with each other in
- this phase. This includes the ability to trade horses.
- If a horse is selected for trade, the previous owner
- is allowed to select which horse to trade, and the new
- owner selects where to place the new horse. Trade is
- not available on two player games.
-
- 4. SHIPMENT: In the shipment phase, each player is allowed one
- shipment. Shipment allows you to move any combination
- of horse, boat, and weapon from one territory to another
- territory. Boats can move to any other territory that
- is owned by the same player and has a free space in the
- same body of water. Boats can pick up a weapon and or
- horse if one exists on the same territory. Horses
- can move two territories in any direction, provided
- those two territories are owned by the player who wishes
- to move the horse. Horses can pick up a weapon if it
- is on the same territory as the horse or if it is on
- a territory adjacent to the horse's territory. Weapons
- moved alone can move one territory only.
-
- The shipment phase also allows you to move your stockpile.
- Simply click on "Move Stockpile" and select a new
- territory for your stockpile.
-
- STOCKPILES: Each player designates one territory for
- their stockpile. All the players resources (except
- horses) are stored here. If this territory is taken
- over by another player then that player gets ALL the
- resources in the stockpile.
-
- 5. ATTACK: This is the most important phase. Each player gets
- two attacks per year. The object of an attack is to
- take over another player's territory. In an attack,
- there is an "Attack value" and "Defense value". If
- the attack value is greater than the defense value,
- (depending on the degree of chance) the attacker
- conquers the defender's territory. If the values are
- equal, there is a 50/50 chance of winning.
-
- The attack and defense values are calculated as follows:
- 1 point for every territory involved.
- This includes the territory being attacked and
- all territories adjacent to it.
- 1 point for every horse involved.
- 2 points for every city involved.
- 3 points for every weapon involved.
- These also include the territory being attacked
- and all territories adjacent to it.
-
- Boats: Boats add 2 points of defense each, but only
- if they are on the territory being attacked.
-
- A boat adds 2 points of offense only if
- brought (see BRING FORCES).
-
- ELEMENT OF CHANCE: When the element of chance is set on
- high, there is a small chance that an attack may go
- the other way. For example, if Attack = 6 and
- Defense = 5, with high chance there is a very small
- chance that the attack will be repulsed. In addition,
- if Attack = 5 and Defense = 6, there is a very small
- chance that the attack will succeed. The size of these
- chances diminishes with the distance between Attack and
- Defense. This is also possible with Medium chance,
- although the odds are much less. On Low chance, however,
- there is no chance for an attack to go the other way.
-
- BRING FORCES: The attacker may bring one group of
- forces per attack. The availability of this group is
- the same as for shipment. Bringing forces adds the
- same values to attack as above, thus the maximum amount
- that can be added by bringing forces is 6 (1 for a horse,
- 2 for a boat, 3 for a weapon). If the attack succeeds,
- the forces brought stay on the conquered territory.
- If the attack fails, the forces brought are lost forever!
-
- CHOOSE SIDES: If players other than the attacker and
- defender have influence on the attack, they must decide
- how to involve themselves in the attack. Players can
- choose to aid the attacker, the defender, or be neutral.
- If the player chooses to aid the attacker or defender,
- his influence is added to that person's attack or
- defense value. Influence is calculated the same as
- attack/defense values.
-
- FLAGS:
- The small flags located in the right window indicate what order the players
- take their turns in the current year. This order rotates one position
- every year.
-
- CITIES:
- Cities are represented by "ghosting" their territory. Each territory can
- have at most one city. If the territory's resource is coal, iron, wood,
- or gold, it is doubled. The resources of all adjacent territories owned
- by the same player are also doubled. This means that during production,
- these doubled territories produce two of their resource instead of the
- usual one.
- ------------------------------------------------------------------------------
- MENUS:
- Briefly, here they are:
- ABOUT: Title screen.
- COLORS: Changes the player colors.
- SAVE GAME: Allows you to save the game for later recall. This is
- available only during the beginning of the year (Development
- Phase).
- QUIT GAME: Quits the game and returns you to the main menu.
-
- STOCKPILES: Shows the stockpiles of each player.
- FORCE COUNT: Allows you to check the influence of each player on a
- specific territory.
- GAME INFO: Displays some basic information about the game in play.
- ------------------------------------------------------------------------------
- WINNING:
- The game can be won two different ways:
- 1. A player occupies all territories.
- 2. At the end of a year, a player has at least the number of cities
- required to win and has more cities than any other player.
- NOTE: If "Cities required to win" was set to "NONE", players
- cannot win this way, they must occupy all territories to win.
- ------------------------------------------------------------------------------
- MAPS:
- Maps can have between 23 and 60 territories. Each territory can be
- from 6 to 60 characters in size. When designing a map, it is
- important to consider how the map might be played. Avoid designing
- maps with "bottlenecks" where stalemates can occur. A good
- example of a bad map would be a bar-bell shaped map with one or two
- territories joining the two large parts. In a two player game, each
- player would quickly retreat to one side and would be divided in the
- middle, unable to touch each other.
-
- THE MAPMAKER:
- Users can design their own maps with the mapmaker. Use the mouse
- to draw a territory. Use the menus to control the mapmaker's
- functions. Briefly, here they are:
-
- Options:
- NEW TERR: Select this when you have finished a territory and want
- to start a new one.
- OTHER TERR: Change the current territory.
- CLEAR TERR: Erase the current territory and start over.
- CREATE MAP: This allows you to save the map. LOC will need to make
- some calculations first, so please be patient.
- LOAD MAP: Load an existing map. You may then edit or add to it
- and resave it.
- QUIT MAPMAKER: Returns you to the main menu.
-
- Mode: This is a toggle between DRAW MODE and ERASE MODE. In draw mode,
- clicking the mouse will add to the current territory. In erase
- mode, clicking the mouse erases part of the current territory.
-
- ------------------------------------------------------------------------------
-
- I hope this is enough to get you started. I will be updating this file
- as I find things I missed, and hopefully correct some of my terrible
- grammar.
-
- Now the pitch:
- (*===========================================================================*)
- I WANT COMMENTS! SUGGESTIONS! COMPLAINTS! DEATH THREATS! WHATEVER!
- If you really like this game, if you really hate it, etc...
- WRITE ME. I'd be glad to improve this game. There is much room for
- improvement: a computer player, a random map generator, etc.
- It all depends on you. (can you tell I'm desperate for mail?)
-
- Now my address:
-
- Jeremy Jones
- 250 Little St., Apt C-201
- Athens, GA 30605
-
- And my E-Mail address:
-
- jones@castor.cs.uga.edu
-
- End of pitch.
- (*===========================================================================*)
-