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To use these programs BOOT up a DOS 2 disk} without BASIC and use Option 'L' to load the required utility.MAP.OBJ This program uses a printer to print a map of the Co}smos in the currently SAVE GAME data. The program needs the game DATA, if you have a Epson/Gemini/Compatible printer say 'Y' }to the Gemini prompt else say 'N'.REPORT.OBJ This utility print a REPORT for each player on their status and summary.} THE ENDse say 'N'.REPORT.OBJ This utility print a REPORT for each player on their status and summary. COSMIC CRUSADERS VERSION 3.5 A STRATEGY SPACE WAR GAME FOR 1 TO 9 PLAYERS WRITTEN} BY JOE DELMAN LOAD PROGRAM WITHOUT BASIC! Requires 48K RAM and One Disk DriveTHIS PROGRAM WAS WRITTEN IN BASIC WITH }MACHINE CODE SUBROUTINES THEN COMPILED USING THE ABC BASIC COMPILER FROM MONARCH DATA SYSTEMS COCHITUATE, MA 01778 } COSMIC CRUSADERSThe ambitious and power-hungry Empress Gertrude dreams of the day she rules the galaxy. Her marauding flee}ts have easily slipped past the spies of her as yet un-enslaved worlds, and conquered their armies. One by one, the planets o}f the galexy have fallen into her ever-widening cosmic embrace. Her fleets, commanded by clones of the evil Count Zerak are v}irtually invincible.Only you (and the other players) have so far resisted Gertrude's forces. Now, with the perfection of you}r hyperspace drives, you may fight back. Taking the nearest planets you forgo your own empire. ----------/----------Can} you conquer the other players and ultimately defeat Empress Gertrude?. Can you become the new Cosmic Emperor/Empress?.Cosmi}c Crusaders is a strategy game for one to nine players. You must send out fleets to conquer surrounding planets, giving each }enough Survival Units ( ie. energy, food, water, air etc. ) to accomplish their task. Using the commands available, with a go}od number of opponents, you will find this a very satisfying game, particulary after the first two or three dozen "days" ( tu}rns). ----------/---------- TO START THE GAME -----------------To start a game, take all cartridges out }of their slots. Turn on your diskless disk drive. When it stops spinning insert the game disk and turn on the computer (hold }OPTION down on XL/XE). After a few seconds, the title screen will be displayed, and the loading process will continue. When t}he game has finished loading, a few questions need answering before play can start. These are self-explanatory. Note that you} do not need to hit the key except when the minimum distance between base planets is asked for, and if your name is }less than 5 characters.If you wish to load an old (saved) game, you answer appropriately to the first question. Crusaders'} names may be up to 5 letters long, but can ONLY contain upper case alphabetic characters. The maximum number of planets in a} game is 60, the minimum being 10 more than the number of players. You are told the average number of fleets a crusader can s}end out, though anyone may have more. Any crusader may have a maximum of 255 fleets, provided that the other crusaders are no}t too active.The minimum distance between base planets must be at least 1. The maximum distance is 12, but you must choose t}he distance you want very carefully.For 9 players, the maximum possible distance is 9 in an ideal setup. This is unlikely t}o occur. So you should choose a reasonable figure, remembering that the larger the figure, the longer the game takes to set u}p. With 4 or 5 players, a distance of 6 is a good compromise.When the game setup is complete, the figures for your ships, Su}rvival Units, and Battle Index are calculated according to the game difficulty. Also, your planets' Battle Index and Survival} Units rise more slowly with higher game difficulty, so this figure has significant impact on the game ( note that Battle Ind}ex refers to how well ships on a planet or in a fleet fight ).The position of all planets is shown to you with the cursaders}' base planets being purple. If this setup is unacceptable, answer "N" to the question on the screen. Otherwise, answering "Y}" will give you the "day" ( turn ) report. This looks like the diagram below:::::PLAN. CRUS. IND. B.I. S.U. SHIPS A JO}E 21 58 22500 756 B BORIS 21 58 22500 711The above table gives you your "spies" report on what is happenni}ng in the galaxy. The letters under "PLAN." are the name of the planets controlled by cursaders. "CRUS." is the crusader who }owns that planet.The number of ships that planet can produce ( ie. its industry ) is given under "IND.". The Battle Index o}f the ships at that planet is given under "S.U.". Finally, the number of ships at the planet is given under "SHIPS". Once eve}ryone peruses the various figures, you are ready to plunder - just hit any key to start.en under "SHIPS". Once evec THE COMMAND SCREEN ------------------This is the menu screen where you enter your commands to your fleets a}nd planets. You may also form peace treaties with other crusaders or perform other functions which do not actually effect the} game. To get out of any option you choose, you need to either hit any key if so directed, or hit key in answer to t}he first question on the screen. The command screen is shown below:: DAY 1 DIFF. 1 COMM}AND REGISTRATION CRUSADER JOE L = LAUNCH A FLEET C = CHANGE SPEED/DEST. OF A FLEET B = BREAK UP A FLEET F = FLEE}T STATUS N = FLEET NUMBERS P = PEACE TREATY M = MAP OF COSMOS E = END GAME NOW A = ADD A PLAYER D = DELETE A PLAYER I }= IDENTITY CHANGE FOR A PLAYER G = GET GAME STATUS R = REPORT SCREEN T = TIME/DIST/ARRIVAL OF FLIGHT S = SAVE GAME WHICH} COMMANDThese commands perform the following functions::(L) Launch a fleetTo launch a fleet from a planet you control yo}u must supply the following information ( the message "FINE" appears for an acceptable answer - a buzzer sounds for an unacce}ptable one ). Note that your input is invisible to the other players:(i) the sending planet from which the fleet leaves. }You must have at least 2 ships and 2 S.U. at the planet.(ii) the destination planet of the fleet. This may be any plane}t that appears on the "MAP" of the cosmos.(iii) the number of ships you want to send in the fleet. There must be at least 1} ship in the fleet, the maximum being the number of ships at the planet minus 1, that is, at least 1 ship must remain at the }planet.(iv) the number of S.U. for the fleet, which must be at least 1 and a maximum equal to the number at the planet min}us 1, that is, at least 1 S.U. must be left at the planet.(v) the fleets speed, which can range from 1 to 5.(vi) the f}leets number, which must be unique for each player, that is, each player can have a fleet numbered 10, but (s)he may have onl}y 1 fleet number 10.(C) Change a fleet's dest./speed.To do this, you should supply:(i) the fleet number of the fleet y}ou wish to contact.(ii) its new destination planet or (RETURN) for the same planet.(iii) its new speed or (RETURN) for t}he same speed.Note that the speed can be set to 0, but in such a case, a stationary fleet uses S.U. at a faster rate than} at any other speed ( the hyperspace drives give off large quantities of heat which your ships convert down thus requiring yo}ur ships to use backup power which is not replenished ).You cannot contact a dead fleet ( one whose S.U. is 0 and day of arr}ival is 0).(B) Break up a fleetUsing this command, you can divide a fleet into two fleets. The new fleet formed has its o}wn destination and speed which may be the same or different to the original single fleet.After giving the fleet number, this} command follows the launch fleet requirements without a sending planet necessary.(F) Fleet statusSupplying a fleet numbe}r will give information on that fleet if it exists. Hitting the key will give further information which you may not wan}t the other crusaders to see (the fleet's destination coordinates and flight path). If you don't want anyone else to see this}, then just hit some other key.(N) Fleet numbersThis command lists all your fleets, whether dead or alive.(P) Peace Trea}tyUse this command to form a peace treaty with ONE other crusader. It takes TWO to form a peace treaty, but only ONE to bre}ak it. While the treaty remains in effect, the two participants CANNOT attack one another. If you already have a peace treaty}, and press "P" you will be asked whether you want to end the treaty. If you make a peace treaty with someone who already has} one, that treaty is automatically cancelled. At least three crusaders must be playing before this command can be used, and y}ou cannot form a treaty with Empress Gertrude or Count Zerak.(M) Map of cosmosThe positions of all the planets in the ga}laxy are shown, and the distances between them can be estimated by hitting the key. This puts up dots between all the p}lanets, each dot representing a unit of distance. The key toggles between the dots being off and on.(E) End game now}If you want to end the game early or finish this session after the game was saved, then you may do so using this command. Tw}o chances are given to negate this request, then a score is given to each crusader and the game starts again.(A) Add a playe}rIf there are less than 9 crusaders playing, then you can add 1 one by using this command. You should first get a "MAP" wit}h all the planets so that you can decide which planet will be the new crusader's base planet. The new player will be given a }"fair" share of resources, and will be allowed to start play then next "day".(D) Delete a playerIf you want to leave the }game, use this option. All your planets and fleets will be given to Empress Gertrude. Any planet with industry greater than 1}4 will be reset to a value less than 10.(I) Identity change for a playerIf you want to change your name or leave the game }and have someone else play in your place, then use this option to change all references to you.(G) Get game statusTo find} out who is winning the game, this command gives everyone a score based on the number of planets, number of fleets, the numbe}r of S.U., and the B.I. of all their ships. The strenghth of your forces is averaged out over your empire, and so a crusader }who has just been added to a game will score highly because (s)he has only 1 planet and no fleets.Your score will drop drama}tically during the initial growth of your empire, but will pick up as the game continues.(R) Report screenThis report scr}een is the same as the one shown after you accepted the game setup and after all fleet movements and their outcomes have been} resolved. The differences are::(i) only your plants are shown.(ii) any fleets at a planet which have not landed there a}re shown by large dots appearing next to the planet's name. This means: (a) you have a fleet passing by the planet. (b}) you have a dead fleet at the planet. (c) a crusader that has a peace treaty with you has sent a fleet to this planet. Th}is fleet will just sit there if this was its destination, and will not lose B.I. or S.U. If dots suddenly appear at most or a}ll of your planets and you didn't send the fleets, then perphaps you should consider just how trustworthy your partner is.}(T) Time/dist/arrival of flightUse this option to work out how far apart 2 planets are, how long it will take for the fli}ght at each speed (1-5), which day your fleet will arrive at that speed, and how many S.U. would be required by 10 ships for }the entire flight. The figure for S.U. does not take into account any fleet battles you may have at the planet, or before the} fleet gets there. Nor should this figure be divided for smaller fleets the 10 ships, but it may be multiplied for fleets wit}h more than 10 ships (eg. doubled for a fleet of 20 ships, tripled for a fleet of 30 ships). You need to supply the two plane}ts the fleet will fly between.(S) Save gameThis option saves the game AFTER all fleet movements for this "day" have been m}ade, and the consequences resolved. ION STORM status at the time this option was chosen will be saved.(1,2,3) Change game d}ifficultyBy hitting either the "1", "2" or "3" keys you can change the game difficulty to this level. Any change does not a}ffect the game until everyone has entered their commands, so it doesn't matter who changes the difficulty level.TO END YOUR }"DAYS" COMMANDS, HIT , HOLD DOWN THE AND PRESS THE "G" KEY.ter who changes the difficulty level.TO END YOUR K THINGS THAT GO BUMP IN THE GAMEAfter all crusaders have entered their commands, fleet and planet details are attended to }(such as fleet movements, new S.U. calculations ect.). During this time any of the following may occur: (a) fleet deaths wh}en a fleet runs out of S.U. A status is shown for any such fleets, which is the same as that from the Command Screen. If the }fleet was due to arrive this comming "day", it will get to its destination. Otherwise it will just stay where it is, and its }day of arrival will be set to 0. (b) fleet joining, which will happen if two fleets ruled by the same crusader have the sam}e coordinates and (i) they are both going to the same planet, and/or (ii) one of the fleets is dead. (c) fleet bat}tles, which may happen at a planet, or in-between planets (in both cases you are told where the battle occurs). Up to 5 diffe}rent fleets or 4 fleets and 1 planet may be involved in a fleet battle. The battle continues as below: (i) a live flee}t is allowed to shoot. (ii) its target is chosen - a live fleet or planet owned by an enemy crusader. (iii)the fleet }fires at its target, reducing the target's B.I., number of ships or S.U. (iv) if warring fleets still exist, the battle co}ntinues. (v) if the battle ends, a winner is announced IF THERE WAS A PLANET INVOLVED. The winner is the owner of the pl}anet at the battles end, whether or not (s)he was the original owner of the planet.If two enemy fleets are in the same sec}tor and one is dead, there is no battle, the dead fleet just disappears. This also occurs if a dead enemy planet (in the late}r case the fleet is automatically given ownership of the planet without a battle). (d) fleet retreat - which actually happe}n only during fleet battles. To retreat from a battle, just hit any keyboard key. You are asked which fleet is to retreat, af}ter which all retreating fleets move back one "day".That is, these fleets move back the NEGATIVE of their x and y incr}ements of fleet flight, which means a fleet whose speed is 0 will not actually get away (it was caught with its drives shut d}own). Fleets at a planet and Empress Gertrude's fleets cannot retreat. Retreating fleets do so at the speed they entered the }sector, though extra S.U. is needed so this is an expensive course of action. The fleet's B.I. also goes down, at the rate of} 1 per retreat at game difficulty 1 to 3 per retreat at game difficulty 3.There is no strategic value in retreating a fl}eet whose speed is 0. Hitting a key if the battle is between a crusader's planet and one of the Empress Gertrude's fleets jus}t wastes time. (e) fleet arrival at a planet. The relevant crusader is told which fleet has arrived at which planet. No det}ails of the fleet are shown so that your resource movements are somewhat hidden.Once all victories, disasters, sheer blund}ers etc. have taken place, the game goes to the report screen showing every crusader's planet.If a crusader's planet is my}steriously missing, then its S.U. dropped to 0 making it dead, and it was unfortunately attacked and lost. Even if a planet d}ies and is not attacked, you should send some S.U. to it., as a dead planet will not produce any ships, nor will its B.I. cha}nge. Sending S.I. to it is the only way to "revive" it.After the Command Screen is reentered, one of four things may happen}: (a) nothingWhich is self-explanatory. (b) a message may appear saying that no more fleets can be sent out, which me}ans the computer has no more free memory for new fleets. Even if all crusaders are not to active, this can still occur as Emp}ress Gertrude can get very active as the game progresses. (c) if all your planets have been lost, and you have no fleets le }ft, then you will be automatically deleted from the game. (d) an ION STORM may hit the galaxy. This will probably occur abo }ut 15% of the time. When it happens, all actions requiring communications cannot be done.This means (i) no fleet spli }tting. (ii) no fleet change of speed/direction. (iii) no fleet status available. (iv) no peace treaty formation } or breaking. (v) no fleet retreats as the ships of a fleet will not receive the signal from the command ship.ION STO }RMS will usually last only one day, but if your really unlucky, they could last all the game!rom the command ship.ION STO_ HINTS, STRATEGIES AND NO-NOS* All crusaders must conquer planets as quickly as possible or Empress Gertrude will overrun!} the galaxy after a few dozen days. For this reason you should play at difficulty level 1 the first time - you can always rai!}se the difficulty later on.* When adding a player, the current game difficulty affect the resources (s)he gets, so be fair !}(especially to people new to the game).* Survival Units are a valuable resource, so be careful in their use. Try not to was!}te them.* Multiple fleet battles cause less loss to you. There are many ways to get a couple of your fleets to attack a pla!}net. Depending on your B.I. the ratio of ships you lose to those lost by your opponent is roughly the same as the ratio of nu!}mbers of fleets. That is, If you have 3 fleets attacking 1, then the single fleet will lose 3 times as many ships as you will!}* The fastest battles occur when all fleets are of similar size with similar S.U., high B.I. and any ship is able to fire a!}t all the other fleets. Having 4 fleets attack 1 is great, but much slower.* If your B.I. drops to less then 40% you shou!}ld leave the game. You would be lucky to conquer any planets and could easily lose your own. Perhaps going to a difficulty le!}vel of 1 would quickly increase your B.I., but everyone else's would also increase quickly.* Many game strategies have been!} developed, but each so far has had some sort of failing.* The top left-hand corner has the coordinates 0,0. The bottom rig!}ht-hand corner has coordinates 19,19.* If any run-time problems develop, there will be a valiant effort made to save the!} current game. Also, you should flip between 2 disks when saving games.* At the conclusion of every day the B.I. and S.U. o!}f planets and fleets are affected as below: (i) the B.I. of a fleet goes down by 1 (so a flight of 3 days sees a fleet's B!}.I. go down by 3 for the trip). Its S.U. goes down according to the speed each day. (ii) a planet's B.I. has 50% chance goi!}ng up, 40% chance of staying as is & 10% chance of going down. If it goes up, the amount depends on the game difficulty. When!} going down, it always goes down by one. Also, a planet's S.U. usually goes up at this time, though it will occassionally go ! }down. If it goes down the drop will be quite big, representing a planetary catastrophy - once again the rates depend on the g!!}ame difficulty.* Your B.I. goes up by 1 for winning a battle, and an extra 3 if you CONQUER a planet.* A fleet or planet !"}can have a maximum of 64000 S.U. If 2 fleets with 50000 S.U. each join, then you lose 36000 S.U.* B.I. is a percentage - lo!#}west is 0 and highest is 100.* If you CONQUER a planet you will win all remaining resources at the planet, that is, all pla!$}net's ships if the planet's S.U. = 0 or all planet's S.U. if planet's remaining ship = 0.* When fleets combine or arrive at!%} a planet, the planet's/fleet's resultant B.I. depends on the 2 initial B.I.s and the size of the initial fleets.* There is!&} a limit to the number of fleet's whose destination or speed can be altered each day by a crusader.* The games author tak!'}e no responsibility for any hardware or software problems you might have playing or trying to play this game.* You can send!(} a large fleet to another planet with just 1 S.U. and if it would arrive within 1 day it will actually get there, though dyin!)}g in the process. You can quickly distribute you ships this way, but if they run into an enemy fleet they will be lost.This !*}is because fleet battles AND fleet retreats "clean up" dead fleets. Only when fleet arrival is announced is you fleet safe.!+}* The above paragraph when considered allows the following - if you send 5 fleets against a planet and they don't join, the!,}n 4 of them will enter a battle with the planet's fleet. If one of your fleets dies, then hit any key to call the fleet retre!-}at routine. Answer "N" to fleet retreat and the routine will get rid of your dead fleet and soon continue the battle WITH YOU!.}R 5TH FLEET IN THE ACTION.* If no keyboard key is hit for approximately 9 minutes, the game screen will start to change col!/}ours.* Remember when launching a fleet to attack a planet that the S.U. gives the fleet should be enough for the flight !0}AND for the subsequent battle.* If you form a peace treaty and your partner sends a fleet to your most strategically import!1}ant planets, then any attacks on these will be weighted more favourably towards you.* Draw your own map of the galaxy at !2}the game start and place information on the map to help you decide more quickly on your commands each day.* Some players ha!3}ve been unkind enough to utter discontent with some of the game's points. These have been left in as they usually promate qui!4}cker play, for example, dots appearing on the report after you send a fleet from a planet, thus showing everyone else where y!5}our sending fleets from. Get your report at the start of your turn, write your figures down if you must know them exactly, an!6}d then you don't need to look at the report again.* Empress Gertrude has a base planet too, its industry being at lea!7}st 27. This may not actually occur in a game with a minimum of planets, but in any large game is certain to happen. Be carefu!8}l if you find it and decide to attack it.* Empress Gertrude sends out fleets randomly and so may reinforce her own planets !9}rather than attack you. Alternatively, some crusaders have been attacked by two fleets sent by her. There are no records of s!:}omeone being attacked by 3 fleets from Empress Gertrude, but you may be the lucky first.* The game ends on in day 255...!;}.....+S..A................Q..E...........V......../...F........................."J.....Y...3...2C....L...'....:.U......!<}......%.M.....K...7..NGR..)......!.......&....-.....=.....#..^..........\..............B.,...T...............Z_......?.!=}....[..........................$ .*...4.................X..H....5.D.9.(.............P....I...1...........>.........O..W}....0..........6...B Map of the CosmosThis game setup was used to play test Cosmic Crusaders. The four players had base p!?}lanets A B C D. Notice that to the right of planet $ is planet . (dot) which is a bit hard to see. Remember this when getting!@} a MAP with dots turned on. right of planet $ is planet . (dot) which is a bit hard to see. Remember this when getting #B%DOS SYSB*)DUP SYSB)SAUTORUN SYSB |FONT SETBDOC 004B#DOC 000B>DOC 001B#DOC 002B3DOC 003