HexWar and all contents Copyright 1999, 2000 Greg Babineau
For the latest information on HexWar go to:
http://pweb.netcom.com/~babs/grogsoft.html
New in 1.9
-----------------
This one represents a huge improvement in stability (over 1.7/1.72). First
the bad news. The "map slider controls" has been canceled. I will not be
releasing a version with slider controls. I implemented them fairly effectively
yet they still lacked and took up too much screen real estate.
Now the good news. This new version can be installed right over any previous
version. While I'm not offering slider controls, I have substantially improved
the previous interface. If anyone really wants the old interface I'll see what
I can do but I don't know how much time I'm willing to spend allowing for both
interfaces.
Finally I would like to add that I remain excited about working on HexWar and
do plan to continue improving and maintaining it. I'm open for suggestions on
what I should tackle next on the "Future Plans" list (near the bottom of this
readme file). I'm leaning towards blind backlines. What about limited color
support? I believe that the strategic view offers a great chance to use color.
New in 1.72
-----------------
We fixed a bug that caused the army counts to be wrong. Also if the
new game menu shortcut was used, the distribution values ended up looking
scrambled. This has also been fixed.
New in 1.7
-----------------
The biggest new feature is the "Strategic View" form. This new form
allows for a view of the big picture in games using bigger maps. It also
allows the user to quickly go to a particular map location. The current
map location is outlined. To move to a different location simply press
the pen down in the location you want centered in the main view. To view
the locations an opponent holds, simply select the opponents icon at the
bottom of the form. The icon that is blinking indicates the current player.
Also new to this release is a much-requested feature: transferring armies
by selecting the destination hex directly. Previously the user was required
to use the arrows at the bottom of the main form for the transferring of
armies. Now it is possible to transfer simply by selecting the hex you want
the armies to transfer to. Holding the pen down in a hex causes a repeat transfer. The speed of the repeat transfers is selectable in the System
preferences form. Another setable option for the new transfer function is
the ability to transfer one army as soon as a destination is selected. For example when distributing armies, it is optional to have one army transferred
in as soon as a destination hex is selected. This option can be selected in
the System preferences form.
The menu layout has been modified, and the "Strategic View" option has
been added.
The nasty bug when the player is eliminated and the AI players continue on
a never ending battle has been fixed. It is now possible to interrupt the AI
players in their reverie.
The database name has been changed from PalmWarDB to HexWarDB. Users of an
older version should delete the PalmWarDB file on their device.
New in 1.5
-----------------
Several minor bugs have been fixed. The preferences screen has been
divided into two screens. The Game Preferences screen and the System
Preferences screen. There is now a new terrain type : Mountains.
When defending a mountainous location, there is a random bonus to the
defenders dice rolls. The name has been changed from PalmWar to HexWar.
New in 1.4
-----------------
It has been about two weeks since the release of 1.0. In that time we
have been very busy fielding questions, and trying to bring the most
needed updates to PalmWar. The biggest things that have changed are:
(1) A vastly improved AI (much tougher to beat!)
(2) A stats screen has been added
(3) Bulk transfer capability (press in the large numbers to move all units)
(4) Humans now have an equal chance of going first
There were also several other fairly minor modifications. One bug that has
become apparent is the distortion of the screen when a menu shortcut is used.
The command identification that comes up (to indicate you can enter a menu
shortcut) garbles the distribution values if new game is the shortcut
selected. To get around this as a user, simply select one of your hexes and
the numbers will clear up. Keep the comments coming and we will keep
improving the game.
One more note, Palm Creations owns the trademark for the name Palm and
GrogSoft is not in a position to license the name, so starting with the
next release, PalmWar will become HexWar.
Registration
------------
You can register HexWar at http://www.pilotgear.com. Registration costs
$10.00 (U.S.). Registered users gain access to both the stats screen, and
the preferences screen.
The Game
--------
Thanks for trying out HexWar. HexWar(HW) is a simple game of strategy.
The game is played on a hex grid of adjustable size. There can be up to
five computer opponents. The layout of the map is random. A user adjustable
percentage of hex locations are occupied by water. The water represents an
impenetrable barrier. Currently there is only one way to win; occupy all
non-water hex locations. For each location your armies occupy at the start
of your turn, you receive an additional army to allocate as you wish. As a
registered user, you have access to the preferences screen. Here you may
set the number of opponents as well as other factors that affect the game.
Details
-------
When selecting a hex the user must select within the square icon that
resides in the hex. At least one army must stay in each occupied hex
location. There are three distinct stages to each turn. The first is
distribution. You must distribute all of the armies you are given at the
start of your turn. You may distribute them into multiple locations or
simply dump them all into one. After you have distributed your new armies,
you enter the attack phase.
In the attack phase You first select the armies with which you will be
attacking then you select the opponent. One of three results will occur.
Either you will loose two armies or your opponent will loose two armies
or you will each loose one army. If the defender only has one army, he
will loose it. An attacker must have no less than two armies. You may make
as many attacks as you wish (while your armies last!). When you are done
with your attacks, you enter the third and final phase of you turn, the
transfer phase.
In the transfer phase you have the ability to transfer armies between
neighboring locations. Remember that you must leave one army in each
location. There is no limit to the number of transfers you may make.
End Game
--------
Please report bugs, suggestions, comments to babs@ix.netcom.com
Special thanks go out to:
Bruce Clements, David Bahi
Future Plans:
- different "personalities" for each AI player
- Capture the Flag variation
- No Man's Land variation (start with empty locations)
- Percentage Win (capture a certain percentage to win)
- Blind Backlines (only "see" what is neighboring your forces or
only "see" where your forces have "explored")
- Handle hex selection anywhere in hex
- manual map setup
- new game verification (preference setting)
- undo feature after premature attack phase->transfer phase transition
- during AI turns switch to strategic view to see all action
- transfer directly through "chains" of owned territory
- limited transfer (one per turn?)
- limited new unit disbursement (each turn get one additional unit already