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Lords_of_Conquest_v1.0
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Text File
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1991-11-03
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20KB
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372 lines
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L OO RRR DDD SSS OO FFFF
L O O R R D D S O O F
L O O RRR D D SS O O FFF
L O O R R D D S O O F
LLLL OO R R DDD SSS OO F
CCC OO N N QQ U U EEEE SSS TTTT
C O O NN N Q Q U U E S T
C O O N NN Q Q U U EEE SS T
C O O N N Q QQ U U E S T
CCC OO N N QQQ UU EEEE SSS T
VERSION 1.0
Copyright © 1991 Jeremy Jones
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
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.
(*===========================================================================*)