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Night Owl (The Best of Shareware)(NOPV 19)(1996).ISO
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HELPM.TXT
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1994-03-16
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────────────────────────────────── MOVEMENT ──────────────────────────────────
Orders are F,B,D,R,T,1,2,3,4,5,6,7,8,9.
Select either an army or navy (option 1 or 2). When entering movement, a
string of numbers 1, 2, 3, 4, 6, 7, 8, and 9 will give the unit orders to move
in that direction based on the number key pad. A string of numbers '44414'
will tell the unit to move three units to the left, then one space diagonally
down and left, then one more left. The actual movement that this will perform
is shown by arrows on a small map and the final position is given by an
'*'. Orders of 5 cause a pause. Units will not move for part of a turn. This
lets the army or navy pause one movement period in place before moving on,
reducing the remaining movement by 40 km.
7 8 9
Movement Directional Diagram---> 4 5 6
1 2 3
Each space is assumed to be 40 km. wide, 80 km. high, and 90 km diagonal.
Units have movement abilities. The rates are as follows:
Infantry : 320 km Quinquiremes : 600 km
Cavalry,Chariots : 420 km Triremes : 640 km
Elephants : 290 km Transports : 500 km
Engines : 250 km
Cataphracts : 380 km
A fleet or an army will travel at the speed of its slowest member. An army
without a leader will travel at only 60% of normal. A battle fleet without a
leader will travel at only 90% of normal. All units will be permitted to move
at least one space no matter what the cost.
In addition units have restrictions placed on the movement. Land units may
not enter a whole sea space unless as passengers on a fleet. Sea units may
only enter whole land units at a port city or port capital. Naval units may
only move along a coastline. The distance from land permitted is dependent on
the navigation factor of the empire. Movement while in sea spaces will be at
the rate of 1 per turn.
Land units are restricted by terrain as follows:
Mountains : + 100km Woods : + 50km
Straights : + 100km Entering enemy held town : + 50 km
Forced March - Put a 'F', 'f' in front of an orders string to force march.
This adds up to 100km more on your march but you will lose troops to attrition.
Force marching troops also go one impulse before all other movement. Thus to
get a jump on other armies you can force march. You cannot force march across
straights or in boarding and debarking. Troops attrited from force marching
are returned to your garrison (except engines and elephants) and are not
killed.
Board - Put a 'B' at the end of your string to board a fleet in port. The
presence of a fleet is not checked until the turn is done (because enemy fleets
could intercept your fleet before it gets to port). The movement of an unit
ends when it boards. If more than one fleet is found in port then the first
fleet (alphabetical order) that can transport the army will be used.
Debark - Put a 'D' on an army to debark a fleet in port. No orders are
accepted for an army on board a fleet until the 'D' order is found. This
takes the equivalent of 120km of movement to debark.
Train - Enter a 'T' in order to train an army. If no movement takes place
and your army is not heavily involved in battle during the turn it can increase
its Morale value. The increase is 14% of the difference between the units
current morale value and 83. There thus will be no increase in factors if the
morale is 80% or more.
Recruit - Enter a 'R' order to recruit troops for an army. If no movement
takes place and the army is not heavily involved in battle during the turn it
can increase it's manpower from local peoples. Towns and cities increase the
number of men recruited. A general's leadership is the other leading factor in
recruitment. Other factors include the morale of the existing troops, and the
weather. The recruited troops will have an average morale of 35%. Also there
must be enough money in the treasury to pay each 100 men 3 talents. They will
only receive a portion of this but it must be there to entice them to join.
Note - It is very difficult to recruit in a player's country.
(Recruit is available only in registered games.)
Snow - Snow, storm, or ice will reduce all movement by 1/2. In addition
there is attrition in every space that a unit moves into or ends in except for
towns and cities. One half of these lost troops die and the other half return
to your general pool of available manpower. They have in effect lost all of
their equipment.
When entering a string of orders the game will calculate permitted movement.
If not all the orders are echoed on the screen then the remainder are not
allowed.
If your army enters the space occupied by an enemy army or an enemy army is
immediately to the right of the space entered a battle will ensue. You must
give your army an aggressiveness order to instruct it on how to react in that
battle.
You must enter an aggressiveness factor from one to five--one being less
aggressive and five being highly aggressive. Your army or fleet will react as
follows:
1 : Scouting attack then retreat. One round of combat and your unit will
retreat. In doing so it may leave engines and low quality troops behind.
This is treated as a retreat for this unit and if the attacker does
pursue you may be attacked again if you are not faster than they are.
2 : Probing advance/defense. Two rounds of combat are done and then a
retreat. This is done in order to beat scouts, but not enough to take
heavy casualties.
3 : Standard. Army will attack units in its path and if the battle takes
more than three rounds of combat it will halt for the remainder of the
turn.
4 : As per the standard except the army will continue to fight even though
its position is hopeless.
5 : Very aggressive. It will not stop until the enemy units have all been
defeated, the troops in this unit have been killed, or they have broken
morale. If you out-cavalry the enemy troops you will change their
scouting attack to a standard attack.
Note - Everytime you retreat from battle the morale for those units will go
down. Everytime you defeat an enemy in battle your morale goes up.
The only way to increase an army's morale over 78% is to win victories.
Answer 'Y'es if you want to keep these orders, or answer 'N'o if you want to
re-enter the orders. You are given the opportunity to change the movement
orders.
Movement is done in impulses. The first unit to move is country #1, army #1.
The first movement impulse of this unit is processed. This means if the
orders for this unit is '478' the '4' is processed. Then the move for the
next unit of country #1, army #2, is processed. After the armies, navies A-J
are processed. Next, player #2 has the first move of his army #1 processed.
Similarly all his other armies and then his fleets have their first movement
impulses. This continues for each player 1 to 6. After all this the second
movement impulse of player #1, army #1 is dealt with. Thus his movement of
'7' comes immediately after player #6, fleet I's first impulse.
Bad Omens - Because of superstitions your priests and soothsayers may not
allow any movement for the first impulse of a turn. This allows the higher
numbered countries to move first.
Move orders of 1, 2, 3, 7, 8, and 9 take two impulses, thus any unit with this
command must skip the next impulse after processing it.
─────────────────────────────────End of Help──────────────────────────────────