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Names: »empire.doc«
└─⟦b20c6495f⟧ Bits:30007238 EUUGD18: Wien-båndet, efterår 1987
└─⟦this⟧ »EUUGD18/General/Empire/empire.doc«
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empire(tool) 27Sep84 empire(tool)
NAME
empire - the wargame of the century
SYNOPSIS
empire
DESCRIPTION
Empire is a simulation of a full-scale war between two
emperors, the computer and you. Naturally, there is only
room for one, so the object of the game is to destroy
the other. the computer plays by the same rules that you
do.
1 Introduction\r 1. Introduction\r _. ____________\r 1. Introduction
The map is a rectangle 600*1000 miles on a side. The
resolution is 10, so the map you see is 60*100. The map
consists of sea='.', land='+', Uncontrolled cities='*',
Computer-controlled cities='X', and Your dominated
cities='O'. Each emperor gets 1 move per round (1
round=1 day), moves are done sequentially.
The map is displayed on the player's screen during
movement. Each piece is represented by a unique
character on the map. With a few exceptions, you can
only have ONE piece on a given location. On the map, you
are shown only the 8 squares adjacent to your units.
This information is updated before and after every move.
The map displays the most recent information known.
The game starts by assigning you one city and the
computer one city. Cities can produce new units. Every
city that you own produces more pieces for you according
to the cost of the desired unit. The typical play of the
game is to issue the Automove command until you decide
to do something special. During movement in each round,
the player is prompted to move each piece that does not
otherwise have an assigned function.
Map coordinates are 4-digit numbers. the first two
digits are the row, the second two digits are the
column.
The pieces are as follows:
Piece Yours Enemy Moves Hits Cost Maximum
Number
Army A a 1 1 5(6) 500
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empire(tool) 27Sep84 empire(tool)
Fighter F f 4 1 10(12) 200
Destroyer D d 2 3 20(24) 200
Submarine S s 2 2 25(30) 200
Troop transport T t 2 3 30(36) 100
Cruiser R r 2 8 50(60) 100
Aircraft carrier C c 2 8 60(72) 100
Battleship B b 2 12 75(90) 100
The second column shows the map representation for your
units.
The third shows the representations of enemy units.
Moves is the number of squares that unit can move in a
single round.
Hits is the amount of damage a unit can take before it
is destroyed.
Cost is the number of rounds needed to produce another
of the same unit.
The number in parenthesis is the cost for a city to
produce the 1st unit.
The last column is the maximum number of that unit that
you can have.
2 Description of the pieces\r 2. Description of the pieces\r _. ___________ __ ___ ______\r 2. Description of the pieces\r
Army: Armies move only on land. ONLY ARMIES CAN CAPTURE
CITIES. They have a 50% probability of doing so.
Attacking one's own cities results in the army's
destruction. Armies can be carried by troop transports.
Just move the army on the transport and when the
transport moves the army moves with it. You cannot
attack any ships while on board a transport. YOU CANNOT
MOVE BACK ON A CITY WITH AN ARMY.
Fighter: Fighters move over sea or land. They move 4
times per round. They are refueled at controlled cities
and carriers. They are shot down over uncontrolled
cities. They have a max range of 20 spaces.
Ships, general: All ships can move only on the sea.
They move two times per round. Ships can also dock in a
controlled city. Docked ships have damage repaired at
rate of 1 hit per day. If a ship is hit badly, it will
slow to 1 move per round.
Destroyer: Typical ship, quickest to produce.
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empire(tool) 27Sep84 empire(tool)
Submarine: When a submarine scores a hit, 3 hits are
exacted instead of the usual 1 from the enemy unit. This
is the only unit having this property.
Troop Transport: Troop Transports are the only units
that can carry armies. They can carry a maximum of 2 *
(the number of hits left) of armies. Armies that cannot
be carried will drown.
Cruisers: Typical ship.
Aircraft Carriers: Carriers are the only ships that can
carry fighters. Carriers carry a maximum of the number
of hits left of fighters.
Battleship: Typical ship.
3 Functions to which you can assign your pieces\r 3. Functions to which you can assign your pieces\r _. _________ __ _____ ___ ___ ______ ____ ______\r 3. Functions to which you can assign your pieces Other
than just moving your pieces you can assign them the
following automatic functions:
awake: Cancel current automatic function and return to
manual moves.
sentry: Stay put, do not ask the player to move the
piece, wake up if an enemy piece comes within
sensor range.
direction: Move in specified direction, wake up if an
enemy piece, enemy city, or unoccupied city is
encountered. Temporary wake up if an obstacle is
in path of movement, after getting a manual move
from you, THE UNIT IS STILL ASSIGNED A
DIRECTION. A direction assignment is represented
by the key which sets that direction (e.g.: D
means east).
move: Move towards location assigned to the piece (in
editing mode). Wake up if enemy piece is
encountered. Wake up temporarily if obstacle is
in path of movement. Represented by the
coordinate the piece is moving toward.
fill: (Troop transports and aircraft carriers only) go
on sentry duty until full to capacity of armies
or fighters.
random: (Armies only) move at random subject to the
following conditions:
If an uncontrolled city is adjacent, attack it.
If an enemy unit is adjacent, attack it (even if
it is a ship).
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empire(tool) 27Sep84 empire(tool)
If an unfilled troop transport of yours is
adjacent, get on it and wake up.
Move if possible without attacking any of your
own units.
It will not destroy itself unless it is in a
city surrounded by your units.
4 Orders mode\r 4. Orders mode\r _. ______ ____\r 4. Orders mode The top level prompt is:
Your Orders?
This is asked between each round (if you are not in Auto
move mode). The following commands are valid at this
time:
A: Auto move. Begin movement, stay there until "O"
in move mode cancels the auto move.
C: Give the computer a free move.
H: Display the Help screen. Contains a brief
description of all the commands.
J: Puts you into Editing Mode (explained later),
where you can examine and/or change the
functions associated with your pieces and
cities.
M: Move. Cause a round to be played by you and the
computer.
N: Give the computer the number of free moves you
specify. The game gets more interesting if you
give the computer 10 to 30 free moves at the
start.
P: Re-display current sector on screen.
R: Display the round number.
S: Clears the screen.
T: Request a printout of the entire map. You must
supply a file spec for where you want the map
put.
Q: Quit the game. Be sure to save first.
V: Save game.
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empire(tool) 27Sep84 empire(tool)
5 Movement mode\r 5. Movement mode\r _. ________ ____\r 5. Movement mode To simply move a piece, type one of the
following keys;
Q W E
\|/
A--+--D
/|\
Z X C
These keys move in the direction of the key from S. The
characters are not echoed and only 1 character is
accepted, so no need for a <Return>. Hit the SPACE BAR
if you want the piece to stay put.
Other commands are:
H: Display Help text (hit any character to continue
moving)
J: Enter Editing Mode
G: Fill: put the troop transport (or aircraft
carrier) to sleep until it accumulates 6 armies
(or 8 fighters), then wake it up. If the ship
is damaged, the ship will wake up when it has
all it can take.
I: Set unit to moving in a direction specified by
the next character typed in
K: Wake up piece. If piece is a troop transport or
carrier, all armies or fighters on board are
also woken up.
L: Set fighter path for city to be the direction
following the "L".
O: Cancel auto move. At the end of the round,
Orders Mode will prompt. Doesn't affect current
piece.
P: Refresh the screen
R: If it's an army, set it to moving at random.
S: Put on sentry duty.
?: Display information about the piece. Shows the
function, hits left, range and number of armies
or fighters aboard.
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empire(tool) 27Sep84 empire(tool)
ATTACKING something is accomplished by moving onto the
square of the unit you wish to attack. Hits are traded
off at 50% probability of a hit landing on one or the
other units until one unit is totally destroyed. There
is only 1 possible winner.
If you give a piece a direction or move function, they
will wake TEMPORARILY if they run into an obstacle (or
enemy). You must explicitly wake the piece to regain
complete control or assign it a new function.
Fighters moving under the command of a function will
wake up when they have 10 rounds of fuel left. This is
to enable you to decide whether you want to make it
kamikaze or send it back to a city for refueling. Be
careful to cancel any currently assigned function before
trying to bring the fighter back.
You are "allowed" to do FATAL things like, attack your
own cities or other pieces. If you try to do fatal move
that involve terrain restrictions, like, drive armys
into the sea and ships into land, you are given a chance
to reconsider. Answer with an "n" if you want to commit
suicide. You cannot move onto the edge of the world.
6 Editing mode\r 6. Editing mode\r _. _______ ____\r 6. Editing mode Editing mode allows you to move around
the ``world'' and check on things. You can assign and
deassign movements and inquire on the production of
cities. Movements assigned during editing mode do not
take effect until the next round.
To move the cursor around, use the standard direction
keys.
Other commands are:
H: Display Help text (hit any character to continue
editing).
O: Exit from editing mode.
I: Give piece (or city) the function 'direction',
enter the key specifying the direction following
the 'I'.
K: Wake up piece (or cancel city fighter path).
M: Put piece (or city) in 'move' function. Type M
over piece (or city), then move the cursor to
where you want it to go, and type 'N'. Assigning
a 'move' to a city, effects any fighters that
land there.
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empire(tool) 27Sep84 empire(tool)
N: Specify the end point of a move (see M command).
P: Display new sector. Each sector represents a
20*70 area of the map, arranged as follows:
0 5
1 6
2 7
3 8
4 9
The sectors overlap by 8 vertically, and 40
horizontally.
R: Put army in 'random'.
S: Put piece in Sentry mode.
Y: Change phase of city that cursor is on top of.
When program asks for production demands, key in
the letter corresponding to what you want
produced.
?: Display information about piece or city. For
pieces, displays function, range, hits left, any
pieces aboard. Cities display production,
fighter paths, and any pieces in the city.
You can give cities functions. This doesn't affect the
city any, but any fighter landing in that city will pick
up the specified function. This is useful for setting up
automatic fighter movements.
Note that you cannot affect anything inside a city with
the editor.
AUTHOR(S)
Mario DeNobili and Thomas N. Paulson.
Support for different terminal types added by Craig Leres.
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