4IBM +p -----E-COPY----- (c) 1991,92,93 by Robert Weiss Dorfstr. 5 93080 Pentling Tel 09405-6185 EMail (Mausnetz)Robert Weiss @ R----------------8O`  @`! #@%`')+-/1 3@5`79;=?A C@E`GIKMOQ OU`WY[]_a c@e`gikmo/s@u`wy{} @ @ ` @ ` O ` @ ` ǀ ɠ O ` ׀ ٠  @` O`!Aa   !Aa!!#A%a')+-/1!3o79;=?A!CAEaGIKMOQ!SAUaWY[]_a!cAeagikmoq!sAuawy{}!Aa!Aa!Aa!Aa!Aaǁɡ!Aaׁ١!Aa!Aa " B b  O`  @`! #@%`')+-/1 3@5`79;=?A C@E`GIKMOQ OU`WY[]_a c@e`gikmo/s@u`wy{} @ @ ` @ ` O ` @ ` ǀ ɠ O ` ׀ ٠  @` O`!Aa   !Aa!!#A%a')+-/1!3o79;=?A!CAEaGIKMOQ!SAUaWY[]_a!cAeagikmoq!sAuawy{}!Aa!Aa!Aa!Aa!Aaǁɡ!Aaׁ١!Aa!Aa " B b  PASKUD DOCS .NCONQUESTCFG E4CONQUESTINT yDn CONQUESTPRG wG5LCONQUESTRSC Dq5CONQUESTSNG 6nCONQU_04GRF qE}CONQU_08GRF rEDEFAULT HSC 6DEFAULT SCN 7"ICONS RSC  TITEL GRF 7j}WISISOFTGRF 7j}. =N.. =NBUG_FORMTXT 5ORDER TXT 4DNREAD_ME TXT 5 V08C_GERTXT lWC_ENGL TXT 5|WC_GER TXT 5.ˑWHATSNEWTXT GSaWORLD CONQUEST/EDITOR BUG REPORT FORM ************************************* Please fill in this form if you discover a bug: Program: [ ] WORLD CONQUEST [ ] WORLD EDITOR Version: .................. Computertype: [ ] 520 ST [ ] 260 ST [ ] 520 ST+ [ ] 1040 STf [ ] Mega ST [ ] STacey [ ] 1040 STe [ ] Mega STe [ ] TT [ ] ST Book [ ] Falcon [ ] other:.................... TOS version: .................... Amount of RAM: .................... Played game on: [ ] Hard Disk [ ] Floppy Disk Installed Auto Folder programs: ............................................................ ............................................................ ............................................................ ............................................................ ............................................................ ............................................................ Installed accessories and CPX modules: ............................................................ ............................................................ ............................................................ ............................................................ ............................................................ ............................................................ If you have sent a file along - bug situations on files: bug 1 - file: ............................ bug 2 - file: ............................ bug 3 - file: ............................ bug 4 - file: ............................ bug 5 - file: ............................ bug 6 - file: ............................ Please describe the bugs: ............................................................ (only detailed descriptions ............................................................ can help me fix the bug! - what ............................................................ exactly made the bug occur - what ............................................................ did you do - what was the ............................................................ game situation - when did it occur............................................................ - what exactly did happen - ............................................................ what debugging messages came ............................................................ up - and if the program ............................................................ got stuck in an endlesss loop ............................................................ while the computer players ............................................................ were moving it is vital that ............................................................ you send a saved game situation.) ............................................................ ............................................................ ............................................................ ............................................................ ............................................................ ............................................................ ............................................................ ............................................................ Thank you for helping me improve WORLD CONQUEST! []We|KGV 8)xZ#N`xAX}J!Pj}m&UuWRZ 0D 7T+8Iŏ&//$"B6-hS\nm}s銇;9@c_&=X * J; V] ILV (C_cL["h0]a+T4`2yM?vp3Ce317|z؍P=hbC{ip >s40١L޴OF[3;gȈ΄(;BESvB9;=?F_UZmgXCS=U$<4f}4x)<Q7`ް0@v+<0XO;Os:*k+tVid) A6V.gMtuҗDή`uG #sUHի꺈C^d!DQg5t{&g871&uD;gon~m\=/~mS.kͻ0Nu>_?yn3! ۺc ȌϥwZi9C2:$i?̄txs0k;2>G`ª:g`ԱB˜ҶL綔̨=kyymFtgk rc]ղ#sךڨ2=Qhacol {ge T͸|XJ}/vNTc(;˴vN{]At+ $fAHFؐR(0 Qh#ג b aG@#7P q""YP tU5q$b]+%qȵY/k\vK:KƺxW/  $uW"#-WORLD EDITOR order form *********************** (Please fill in this form if you decide to order the WORLD EDITOR.) Your Address: ............................ ............................ ............................ ............................ ............................ ............................ The WORLD CONQUEST version you have: [ ] 0.1 [ ] 0.4 [ ] 0.5b [ ] 0.7g [ ] 0.8c [ ] 0.3 [ ] 0.4a [ ] 0.6 [ ] 0.8 [ ] 0.8d [ ] 0.3a [ ] 0.5 [ ] 0.7b [ ] 0.8a [ ] 0.8e [ ] 0.3b [ ] 0.5a [ ] 0.7c [ ] 0.8b [ ] other: ..... Where or who you got it from: [ ] a friend [ ] AFN (Atari File Net) [ ] NeST [ ] local filearea of Mailbox: ....................... [ ] FTP server (which: ...............................) [ ] PD distributor (who: .............................) [ ] cover disk of magazine (which: ...................) [ ] me :-) [ ] other: ........................................... Your Computertype: [ ] 520 ST [ ] 260 ST [ ] 520 ST+ [ ] 1040 STf [ ] Mega ST [ ] STacey [ ] 1040 STe [ ] Mega STe [ ] TT [ ] ST Book [ ] Falcon 030 [ ] other: .................... TOS version: .................... Amount of RAM: .................... Thank you! ;2Ez1=8^ge(.9Ե G(|Aoϩ[2,kxz7vCZZ睝Puu]}&bw WIi2E ]>Gug>u#-ЪHbG-b^=O]g/C?ЇSome general notes ****************** * Never use two different game versions to play a datalink mode game. * When playing datalink games always be sure, that you really have loaded the same scenario on both computers as the game will sooner or later crash if only the slightest details differ. Note that the game does only check if the scenario filenames match on both computers. * You can only play the game in the modem mode, if you have a modem that is able to use V42/V42bis protocol. * When playing WORLD CONQUEST in a MultiTOS environement switch off the sound and be sure to have the ALERT.ACC switched off. (Since MultiTOS v1.08 switching of the sound is not necessary any more) However, because the game is rather slow, it is not advisable to play it with MultiTOS anyway. * Save often (use the AutoSave feature) to avoid datalosses as this game is far from being a perfect program. * If you find bugs, please do report them. (use the bugreport form) * In the editor window of the WORLD EDITOR you have to use the right mousebutton! Sorry, I programmed this when I knew only little about GEM programming. * Don't be hasty when playing WORLD CONQUEST on a slow (8 MHZ - no Blitter) machine, as it can behave strangely when mistreated! I know this game is slow (sorry for that). Unfortunately I'm more a gamer than a programmer. It helps much if you use a program to speed ATARI's VDI up, like NVDI for an example. * There was a bug in the WORLD EDITOR version 1.1 that allowed city zone coordinates to exceed the maximum map size. As up to version 0.7g these values were not verified by the game, crashes could occur when playing against the computer. The official scenarios affected are: WORLD_1.SCN and EUROPA.SCN. If you play these with game versions less than 0.7h be sure to correct the zone sizes first using the WORLD EDITOR. Maximum y coordinate is: 107 Maximum x coordinate is: 149 * Never start WORLD CONQUEST after a system crash occured (bombs on the screen). Be sure to always switch the computer off after such an event and before trying to play this game. * Install this game on your hard disk (if you have one) as saving a game position takes quit some time. There could occur problems, when trying to run the game from hard disk on a computer with only 1 MB RAM, as some hard disk drivers use a lot of memory. * The "mysterious map bug" seems frequently (but not always) to occur during a datalink game after a saving of the game caused by the remote computer. If it occurs, just click through the alert boxes, that will appear, fix the map, as suggested by the last alert box, and wait until it is again your turn. Then save the game off just once and the "mysterious map bug" won't bother you again. The "mysterious map bug" does never occur on a TT or FALCON. Up to now it is only known to me to have appeared on STf 1040 with 1MB RAM and TOS versions 1.0 up to 1.2. * If you experience a deadlock, playing the game with two computers using the datalink mode, please contact me and send (if possible) a disk holding the saved game position files of both computers of the game affected along with a detailed describtion of what moves you carried out just before the deadlock, as well as what other strange reactions the program showed (if any) in the whole game before the crash. I know how frustrating such an event is after hours of playing but nevertheless please take some extra time to write me a letter as: bugs can only be mended when reported. !˪h`=vo pý=XuyAx<}A|>,>$:ٛ{|u:Start a New Game< in the >Game< Menu. Having done so you get to another menu using which you can adjust the game-mode: - SINGLE COMPUTER - DIRECT DATALINK - DATALINK BY MODEM If you have only one computer click on >SINGLE COMPUTER<. If you have connected two Computers using a RS 232 wire you have to choose >DIRECT DATALINK<. If you want to play by phone against your friend living at the other end of town, or whereever, click on >DATALINK BY MODEM<. The program will jump to another menu, where you can activate the players' colors and type in their names. Click on the coloured bars to activate a specific color. The text on the bar will switch from >INACTIVE< to >HUMAN< to >COMPUTER< and back to >INACTIVE<. >INACTIVE< means: this color is not going to join the game. >HUMAN< means: some human player wants to play with this color. >COMPUTER< means: a computer controlled opponent is playing with this color. -3- When you've finished taking colors and typing in names, click on [ OK ]. The program will now init the game, which means distribute all cities, airfields, harbours and ressource sites over the map at random. (According to the default or with WORLD EDITOR edited and loaded scenario.) After that each player will be assigned a city to start the campaign from, and he or she must decide what weapon should be produced there. It's mostly reasonable to start with a tank, if you're on a big land mass. However, if you've got to start on an island or just a small continent it is often vital to build a transport ship first. (see part 5 for more details.) Before taking that decision you will be shown the location of your starting city on the overview map. 6. Basic principles of turns and moves ----------------------------------- Once the game is on, the cities start to produce military units. When the first of a player's units is finished, the game window will center on the section of the world map in which it can be found and a white frame will be drawn around it. In the following the unit having the white frame will be referred to as the "current unit". After this the program will wait for a command to be given to that unit by the player who owns it. This can be done either by using the >Move< menu or by appointing a target square to the unit within the game window to move to (see part 9 for how this is done.) Been given a target, the unit will then start to move to it and when all of it's movement points for this turn are used up, the program will go on to the next unit or player. The program will only stop in it's work when units reach their target squares or if they have just been produced. The units' moves are carried out in the order of their production. The order of the players remains the same during the whole game. It is chosen at random at the start of the game. Ressource sites will produce each turn one unit of either oil, rubber or metal. Cities go on producing military units while there is enough raw material left in the stocks. 7. About cities and production --------------------------- Cities will only be able to carry on producing if there is at least one unit of each kind of raw material (oil, rubber, metal) left in a player's stocks. At the beginning of the game the players have 20 units of each (in the default scenario - others can differ). To be able to carry on the production and supplying further cities with raw material the players must conquer ressource sites. Therefore the players must first build military units that don't take too long to produce and are themselves able to conquer new ressource sites. Capable of conquering anything are only land forces (Infantry, Tank, -4- Artillery, Anti Aircraft). Whereas Artillery and Anti Aircraft units are not very good at it. Whenever a player's unit is capturing a new city he will be asked to decide what kind of unit should be produced there. A city's production can always be changed again later by clicking on it using the right mousebutton. In the >City Production< menu the tile of the unit that currently is being produced is set into a white frame. Also displayed is how many turns it would still take to finish it. Clicking on an other unit's tile you can now change the production. A city's production may also be stopped by clicking on >Stop Production<. If a player changes a city's production before a unit has been finished, the half built thing will be thrown away. So you can't start to produce one thing, change production and continue again at the point you interrupted the first production, but either finish a weapon or lose the raw material spent on a half finished one. 8. The game window --------------- The game window normally displays a section of the game board (or world map) in which the current unit can be found. There are only two different terrain types: land (green) and sea (blue). Coastal squares holding both colors are considered to be sea squares. You can scroll around the map by using either the number pad keys or the cursor control keys or the window features. Pressing [5] on the number pad will center the window again above the current unit. You can enlarge and reduce the window size using the usual GEM method. However as the program gets quit slow using large windows it is not advisable to make the window too big. Due to this fact there is a maximum window size restriction of 41*45 squares. The game board size is 148*107 squares. 9. Moving the units ---------------- When a unit is ready to accept a command it is set into a white frame. It's owner as well as it's kind are stated in the infobar of the game window. You can now force this unit to move to an adjacent square by simply clicking on the square using the left mousebutton or by using the number pad or arrow keys while holding down [Shift]. This can be repeated as long as the unit has movement points left. To command the unit to move to a more distant target square, click on the unit using the left mousebutton and keep holding it down, while moving to the target. A rubber band will be shown, marking the line between the two squares. Having arrived at the target square release the mousebutton. The unit will then immediately start to move. -5- Using the "rubber band method" you cannot only command the white framed unit, but all units which are in the currently displayed section of the map. Because of that it is not possible to move to an adjanct square by simply clicking on it when there are already some other units. Doubleclicking on any unit within the map section displayed will make it become the current unit. The unit that held the white frame before that will make it's move later in the turn (it won't lose a turn). Some more special commands can be found in the >Move< menu: - WAKE UNIT - SLEEP - NEXT UNIT - MOVE LATER - USE WEAPONS - DETECT UNITS - SCRAP UNIT - SURRENDER >WAKE UNIT< wakes units that are asleep. Simply click on the sleeping units to wake them up. >SLEEP< will cause the current unit to sleep. Being asleep, units won't get whiteframed any more and the program won't stop for you to give them orders. They also won't of course execute any orders any more. This feature can be useful when certain units don't need to move for a while. As for example Land units that are embarked on transport ships or fighters on carriers. There might also be some stranded units, that have been left on a small island and cannot be embarked again. In addition sleeping units that have suffered damage in battle gain 1 point of strength for each turn they spend asleep in a city. >NEXT UNIT< terminates a unit's move for a turn. It is used whenever a unit already is, where it should be, but still has movement points left. >MOVE LATER< will cause the program to override the current unit in the order of command and to get back to it later in the turn. Because units will take commands normally in order of their production, this option is useful to maintain more complicated actions such as embarking or disembarking or a massed attack with different units. >USE WEAPONS< has to be used when some units' special weapons are to be fired. (see part 10 for more details.) >DETECT UNITS< will make the current unit use it's sonar (if it's a ship) or radar (if it's an anti aircraft unit). If there are units within 8 squares that have been hidden from the players view, they can be revealed to him using this feature. However anti aircraft units can only detect planes and ships can only detect other ships. >DETECT UNITS< ist the only mean to find enemy submarines. >SCRAP UNIT< will scrap the current unit and put half of the ressources needed to produce a weapon of that kind back into the stocks. -6- 10.Fighting and conquering ----------------------- There are three basicly different types of possible fighting actions: 1. conquering cities, installations and ressource sites 2. directly attacking enemy units 3. using some units' special weapons 1. In Order to conquer cities, installations (airfields, harbours) or resource sites, you simply have to command your units to go there. Only land forces are able to conquer anything (Infantry, Tank, Artillery, Anti Aircraft). Chances are best not to get destroyed when trying to capture something if Infantry units are used. Tanks are quit good as well. But Artillery and Anti Aircraft units are most likely to get crushed at the attempt. 2. A direct attack on enemy units is working the same way. However, land forces cannot attack navy units if they are on sea. They can though, when the ships are in a harbour or city. The same is true for ships of course. Planes can attack everything and be attacked by everything. In every battle the damage that the units suffer is subtracted from their strength. When a unit's strength is used up, it is destroyed. Units on adjacent squares to the one that is being attacked support depending on to whom they belong either the attackers or the defenders. Combat values are multiplied with the number of units involved. 3. Firing the special weapons is done by using >use weapon< in the >Game< menu. The following units are equiped with special weapons: - Artillery (Cannons to shoot at land and sea units) - Anti Aircraft (SAMs or whatever to launch at planes) - Battleship (Guns to shoot at land and sea units) - Bomber (Bombs to release on every ground target) The guns of the artillery and battleship units have a range of 6 squares. After activating >use weapon< the mousepointer is changed into some crosswires. To appoint a target square to shoot at, simply move the mouse onto it and press the left mousebutton. Anti aircraft units are capable of shooting at airplanes within a circle of 5 squares. The process of appointing a target is the same as stated above. Bombers will release one of their two bombs on the square on which they are located. That one as well as all adjacent squares are affected. This means that all ground units and sites located in that squares will suffer damage. If cities, installations or ressource sites have been bombarded, they won't be totally destroyed, but just turned "neutral" again. So whoever is the first to reach them with land units, can again conquer and take profit of them. -7- 11.About the Info menu ------------------- Using the >Info< menu you can activate the following windows with information on a particular topic: -UNIT INFO -GENERAL INFO -OVERVIEW MAP -VIEW STOCKS -HALL OF FAME >Unit Info< will display information on particular units, such as type, movement points left, strength, whether they are embarked, asleep or carrying other units. The >Unit Info< window can also be activated directly by moving the mousepointer on a particular unit and pressing the right mousebutton. If there is more than one unit on a square you can switch their infopages by using the right mousebutton. >General Info< will provide you with information about the current game's status. It will display all players amount of cities, installations, ressource sites, and army strength. Take look at >General Info< to learn who's winning. The players' current scores are also displayed. They result from the player's property and battle victories. >Overview Map< will display, well... the overview map. Plotted on it are the current players units (colored dots). Enemy units won't be displayed. Using >Overview Map< you can also control what kind of units are under construction in all your cities. The kind of unit under construction in the current city will be displayed in the infobar of the info window. On the map. The current city's location will be shown an XOR-drawn circle on the map. You can switch through the cities by pressing the right mousebutton. To change a city's production move the mousepointer inside the circle and press the left mousebutton. >View Stocks< takes a look at your stocks of raw materials, how much is being produced each turn and how many cities try to produce weapons. It's important to know if production is running in more cities than can be supplied with raw material, as in the unsupplied cities the production will be interrupted. >Hall of Fame< will display the highscore list of the currently active scenario. The information window can always be closed by pressing the [RETURN] key or clicking on the close symbol. The further options of the >Info< menu: - CITY LIST - SLEEPING UNITS - WEAPON RANGE - MOVEMENT RANGE -8- >City List< displays a list of a player's cities, their location, what they are producing and how long it still takes them to finish it. Clicking on an entry will make the program branch to the >City Production< menu. >Sleeping Units< displays a list of a player's sleeping units, their location and how much damaged they are (0 means, they are OK). Clicking on an entry will wake up the unit concerned and make it become the current unit. >Weapon Range< marks all squares that can be shot from the current unit's location. >Movement Range< marks all squares that can be reached by the current unit within the current turn. 12.Saving and restoring the game ----------------------------- Just click on the options in the >Game< menu and proceed as you would in every other GEM aplication. There should really be no problem in doing that. However the loading of a saved >Datalink< game can be tricky. Please read part 14, which refers to that problem. Using >Auto Save< in the >Settings< menu you can activate a feature which saves off the game automatically every amount off turns you define. Please note, that there can be only one game in memory at the time. 13. About the different units ------------------------- Unit: Strength: Prod.time: Speed: sight rng: Specials: [pts] [trns] [sqrs/trn] [sqrs] ------------------------------------------------------------------ Infantry 1 2 2 2 Tank 2 4 4 2 Artillery 2 5 3 3 cannon (range 6) Transport 2 5 6 5 transports land units Destroyer 4 6 9 6 Submarine 3 6 8 4 "invisible" Battleship 10 10 8 5 guns (range 6) Carrier 8 12 8 6 transports fighters Anti Aircraft 2 5 3 4 SAMs (range 5) Fighter 4 6 15 10 Bomber 6 10 10 10 carries 2 bombs These values can still differ from one version to the other (as long as it's a version < 1.0). -9- Planes are restricted in their movements by the measure of their fuel tank. Fighters can be filled up with fuel for moving 20 squares, bombers for 30. If a plane runs out of fuel it will crash. Fuel is available in cities and airfields, as well as on carriers. Only fighters can land on carriers, as the bombers are too big. To land on a carrier, simply move the fighter to it. Embarking land units on transport ships is somewhat more complicated. Move the land units (Infantry, Tank, Artillery, Anti aircraft) into a city or harbour where there is already a transport waiting, or move a transport into a city or harbour where land units are waiting. Apart from loading bombs, bombers can also be used as transport planes for infantry units, which allows you to use them as airborne troops. Infantry units can mount a plane in cities as well as on airfields. However you can only put three of them in one bomber. 14. The datalink mode ----------------- 14.1 Setting the RS 232 interface parameters --------------------------------------- Click on >RS 232< in the >Settings< menu to adjust the data transfer rate and the type of handshake. All other parameters are set by WORLD CONQUEST automatically. Be sure having set on both computers the same data transfer rate and handshake type before trying to establish a connection. 14.2 Establishing a datalink ----------------------- To play a datalink game, you have to connect two computers using an RS 232 wire. On both computers: Start the program, click on >New Game< in the >Game< menu and click on >DIRECT DATALINK< in the >Game Mode< menu. The computer on which you do this first will then display the message: "send handshake" and start to count back from 1000 to 0. The time you click on >DIRECT DATALINK< on the other computer both should display the message: "Connected at XXXX bps". In case they don't react that way, something is wrong and you have to try it again. Especially if both computers are counting down, the connection attempt has failed. There are still several problems left that cause errors in the connection attempt. It might not be so easy to establish a working connection. But try several times. It will work sooner or later. 14.3 Selecting players and colors ---------------------------- When a datalink has successfully been established, you have to press a key on each computer to get into the >Player Select< menu. There everything works the same way as it did in the single-computer-mode. -10- Remember to press the >OK< button only when both of you have made all settings correctly. When the >OK< button is selected on the first computer, the >Player Select< menu will be quit on both computers and the game will start. 14.4 The datalink game ----------------- The game works basicly much the same as in the single-computer mode. However, when it's not your turn, the mousepointer will change into the datalink symbol and you won't be able to manipulate the program. 14.5 Saving and restoring -------------------- The game will be saved on both computers. Whenever the active player saves the game, the program will tell the other computer to do the same. To restore a datlink game simply click on >Restore Game< in the >Game< menu and do as in the single-computer-mode. After having loaded the data the program will make an attempt for a datalink. If the datalink won't work, the program replaces the remote player by an computer controlled enemy. 15. The play-by-phone mode ---------------------- Use >DATALINK BY MODEM< instead of >DIRECT DATALINK<. You then will have to define the command string according to what you want to do. You can choose between: - DIAL REMOTE - ANSWER ON CALL - WAIT FOR CALL If you want to call the other player, type in his or her phone number and click on >DIAL REMOTE<. If the other player is already ringing, click on >ANSWER ON CALL<. By clicking on >WAIT FOR CALL< you have also the opportunity of setting your modem to the auto answer mode. You could of course define a dial command in the slot meant for the answer command, but don't! It's important to use the right command strings in the slots meant for them, as the one who dials will become the "mastercomputer". So if you answer for an example using the >DIAL REMOTE< button having defined an answer command in the dial slot, the datalink won't work. Please mind to save the game off every turn, when playing WORLD CONQUEST by modem, as if you're unlucky the data transfer routines can be jammed, especially if your modem is not equiped with the ability to use a V42 protocol. -11- 16. Loading a different scenario ---------------------------- Click on >Load Scenario< in the >Game< menu to replace the default scenario by a previously edited one. To create and edit scenarios use the program WORLD EDITOR, that can be ordered along with the update of the main program. If you want to start a datalink game using a different scenario, be sure, that there is the same scenario in use on both computers. 17. The Settings ------------ Using the >Settings< menu you can toggle some general parameters of the program: >RS 232< configures the RS 232 interface. >Unit Colors< can be used to alter the RGB values of the different players' colors. >B/W screen< is used to adjust RGB values of all used colors to a reasonable contrast if the game is run on a greyscale monitor or black-and-white tv set. >Auto Save< toggles the >Auto Save< feature on and off. >Sound< toggles the spectacular sound effects on and off. >Skill Level< can be used to adjust the difficulty of the computer controlled enemies. There are ten different levels. >Save...< saves the settings to disk. 18. Obtaining the WORLD EDITOR -------------------------- As stated at the beginning of this manual WORLD CONQUEST is Public Domain software. However, if you want to encourage me to go on spending my free-time improving this game and writing other stuff, please send SFr 20.- or an equivalent sum in your national currency in cash (please no cheques or coins) to: Alois Felber Feerstrasse 17 5000 Aarau Switzerland or remit the same sum on the Swiss Postal Cheque Account No: 50-98596-1 -12- In return I will send you a disk holding the latest WORLD CONQUEST update as well as a registrated copy of the programm WORLD EDITOR that allows you to create alternative scenarios. Also on the disk I'll enclose some already designed additional scenario files. If you have the opportunity to print out the ORDER.TXT file, please do so. Fill in the form and enclose it in your letter. Registration fee for various countries: UK...................... 10.- USA.....................$ 15.- Germany................DM 20.- France ................FF 80.- Austria...............OeS140.- 19. Bugs and stuff -------------- This program is far from being perfect. So if you find bugs, please do report them to the address stated above or via E-Mail: hubba@ezinfo.vmsmail.ethz.ch Have a look at the BUG_FORM.TXT for what kind of information is vital to me in order to eliminate bugs. Suggestions, advise, comments and critics of all sorts are always welcome too. So don't forgetta to write. :-) 20. Other Wisisoft programs ----------------------- HOW TO BECOME AN EMPEROR (a strategic fantasy wargame) ATARI ST/STe/TT - Graphic mode: ST low res. LANCELOT (a tactical Boardgame) ATARI ST/STe/TT - Graphic mode: ST low res COST (THE phonebill calculator for Binkley Term ST and Rufus) ATARI ST/STe/TT/Falcon (all graphic modes) STALL (ST aided language learning) ATARI ST/STe - Graphic modes: ST med/high D-CODE (the little ASCII-textfile printer spooler program) ATARI ST/STe/TT/Falcon (all graphic modes) -13- &aU`+"T*N1%Z nkkcM`0tw9[`q[]폀bŠ3-Q T?ӡ  #2GZOVݥ>!:̮p,\-2ʖS7hG4ļ`'ioe_ x({7{=X|Dm{aC8fwd sC?a2JVHVq)Wl?>% wqAlJ"t-g,(rQ׸C-Lr׹4tUx#ҩnWo@|SE&p^#]>ldPq:7m7[k]Q[-sq ) w[Y_g=!+nO<|h [N˔YziPr{;Ceub&0/S8Ê!'* 6T[ꃜ,kJ:\^ ۠?]+3\9s>i^ﴗ[|ych}τwS#<$,!wռ/˪מ6/ywo[d G'3AkqD-xØؼzjqUdiC[&yCvZ鋺.P8f-lh5-j}7 TITEL.GRF]r8ߤlޖ4D^DPc+N-Dx!G]xޚj8Wپ6㣆ݸ=z:5 S7_wM{}Olmlv*<vKs-? \OܽI.aAH 2a0Me~+/'qqÏ'H#52\w]͚=w6_@ * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * v0.8 * * ƽ1992-94 by Wisisoft ein Strategiespiel von Alois Felber Spielanleitung -------------- Inhaltsverzeichnis: ------------------- 1. Programmstatus....................................................2 2. Hardwarevoraussetzungen...........................................2 3. Das Spiel.........................................................3 4. Installation und Starten des Programmes...........................3 5. Ein neues Spiel beginnen..........................................3 6. Spielablauf.......................................................4 7. Die Produktion....................................................4 8. Das Spielfenster..................................................5 9. Das Bewegen der Einheiten.........................................5 10. Kmpfen und Erobern...............................................7 11. Das Info Men.....................................................8 12. Speichern und Laden des Spielstandes..............................9 13. Eigenschaften der Einheiten......................................10 14. Der Datalink Modus...............................................11 15. Das Spiel ber die Telefonleitung................................12 16. Laden eines Szenarios............................................13 17. Das Settings Men................................................13 18. Bestellung des WORLD EDITORS.....................................14 19. Bugs.............................................................14 20. Andere Programme von WisiSoft....................................15 - 1 - 1. Programmstatus -------------- WORLD CONQUEST ist Public Domain Software. Dieser Status umfasst die folgenden Dateien: - CONQUEST - CONQUEST.PRG (das Spiel) - CONQUEST.RSC (die GEM-Ressource Datei) - CONQUEST.GRF (eine Grafikdatei) - CONQUEST.INT (ein ASCII Datafile) - DEFAULT.SCN (das Default Szenario) - WISISOFT.GRF (eine Grafikdatei) - TITEL.GRF ( " " ) - DOCS - WC_ENGL.TXT (englische Spielanleitung) - WC_GER.TXT (deutsche Spielanleitung) - WHATSNEW.TXT (Update Info) - BUG_FORM.TXT (Bugreport Formular) - ORDER.TXT (Update Bestellungsformular) - READ_ME.TXT (einige generelle Bemerkungen zum Spiel) Unter der Bedingung, dass das Spiel immer in dieser Ordnerstruktur und Dateienzusammensetzung verbleibt, sowie keine Aenderungen an den Dateien vorgenommen werden, kann und soll WORLD CONQUEST frei kopiert und weitergegeben werden. Der Vertrieb ber kommerziellen PD-Versand ohne vorherige Einwilligung des Autors ist hiermit untersagt. Alle Versionen von WORLD CONQUEST mit einer Versionsnummer kleiner als 1.0 sind grundstzlich als Betaversionen zu betrachten. Es kann keine Haftung fr Schden, die durch den Gebrauch dieses Programmes entstehen, bernommen, sowie keine Garantie fr die volle Funktionsfhigkeit gegeben werden. 2. Hardwarevoraussetzungen ----------------------- WORLD CONQUEST ist grundstzlich ein hardwareunabhngiges GEM-Program. Es funktioniert auf allen TOS-kompatiblen ATARI-Computern mit jeder gngigen TOS Version. Folgende Mindestanforderungen muss die Hardware allerdings erfllen: - RAM: mindestens 1 MB - Grafik-Modus: 16- oder 256-Farben Modus jedwelcher Auflsung - Diskette/Festplatte: mindestens 720 KB Zustzlich bentigte Hardware fr Datalink Modus: - Nullmodemkabel (alle belegten Pins durchgezogen) Zustzlich bentigte Hardware fr Modem Modus: - Modem - BPS-Rate: 14400 BPS - Protokoll: V32(bis)/V42(bis) - 2 - 3. Das Spiel --------- WORLD CONQUEST ist ein strategisches Kriegsspiel fr bis zu 4 Mitspieler. Ziel des Spiels ist es, die Welt vom grausamen Joch der Gegenspieler zu befreien oder aber als blutrnstiger Tyrann die Welt zu erobern und zu unterdrcken, je nach Standpunkt. In einer Stadt, die man zu Beginn besitzt, werden Armee-Einheiten produziert, mit welchen man loszieht, weitere Stdte, und schliesslich die ganze Welt zu erobern. 4. Installation und Starten des Programms -------------------------------------- Um WORLD CONQUEST zu installieren, muss einfach der Ordner CONQUEST mit dem in Abschnitt 1 beschriebenen Inhalt auf eine Diskette oder eine Festplattenpartition kopiert werden. Gestartet wird das Programm mit Doppelklick auf CONQUEST.PRG. Das zugegebenermassen nicht gerade sehr tolle Intro, welches nach dem Laden des Programmes abgespult wird, kann durch Drcken einer beliebigen Taste abgebrochen werden. Daraufhin werden noch einige Daten von der Diskette gelesen, bevor man das Programm schliesslich ber eine normale GEM-Umgebung bedienen kann. 5. Ein neues Spiel beginnen ------------------------ Um ein von Grund auf neues Spiel zu beginnen, muss im Men >Game< der Menpunkt >New Game< angeklickt werden. Sodann wird das Programm nach dem gewnschten Spielmodus fragen. Es kann zwischen drei Modi gewhlt werden: - SINGLE COMPUTER - DIRECT DATALINK - DATALINK BY MODEM Wobei sich ber die zwei Letzteren das Spiel mit zwei Computern ber die RS 232 Schnittstelle auswhlen lsst. >DIRECT DATALINK< muss angeklickt werden, falls man zwei Computer mit einem Nullmodemkabel verbindet. >DATALINK BY MODEM< wird gewhlt, falls man mit Hilfe eines Modems ber die Telefonleitung spielen will. Diese beiden Modi werden noch in einem separaten Abschnitt beschrieben. Will (oder kann) man nur mit einem Computer spielen, so muss >SINGLE COMPUTER< angeklickt werden. Daraufhin wechselt das Programm in ein neues Men, in welchem die Namen der maximal vier Mitspieler eingegeben werden knnen, sowie deren "Art" bestimmt wird. Klickt man auf die farbigen Rechtecke links der Namen, so wechselt ihre Bezeichnung nacheinander auf: - INACTIVE - HUMAN - COMPUTER - 3 - Unter >INACTIVE< ist zu verstehen, dass die entsprechende Farbe am Spiel nicht teilnimmt. Falls ein menschlicher Spieler eine bestimmte Farbe bernehmen will, muss der entsprechende "Button" natrlich auf >HUMAN< stehen. Steht er auf >COMPUTER<, so wird diese Farbe vom Computer gefhrt. Sind alle Einstellungen richtig vollzogen, so wird der Button [ OK ] angeklickt, und das Spiel wird initialisiert. (D.h. Die Stdte, Flugpltze, Hfen und Rohstoffvorkommen werden zufllig ber das Spielfeld verteilt.) Jedem Spieler wird zu Beginn je eine Stadt zufllig zugewiesen, in der er sodann bestimmen kann, was sie zunchst produzieren soll (siehe Abschnitt 7). Zur besseren Orientierung wird seine Startposition vorher in der Uebersichtskarte angezeigt. 6. Spielablauf ----------- Ist das Spiel gestartet, so beginnen die Stdte militrische Einheiten zu produzieren. Sobald eine Einheit fertiggestellt ist, wird im Spielfenster der Auschnitt des Spielfeldes gezeigt, in welchem diese steht und ihr Standort wird mit einem weissen Rahmen versehen. Die weiss umrahmte Einheit wird im folgenden als "die aktuelle Einheit" bezeichnet werden. Das Programm stoppt und wartet auf eine Befehlsanweisung des zustndigen Spielers. Diese erfolgt nun ber das Menu >Move< oder durch Angeben eines Zielfeldes fr die Einheit auf der Karte. (siehe Abschnitt 9). Weist der Spieler dieser Einheit ein Zielfeld zu, so wird sie sich dorthin in Bewegung setzen, und das Programm fhrt fort mit der Abarbeitung der nchsten Einheit. Das Programm hlt nur zum Befehlsempfang an, wenn eine Einheit ihr Zielfeld erreicht hat, oder gerade neu produziert wurde. Nacheinander werden die Einheiten aller Spieler in der Reihenfolge ihrer Produktion oder Eroberung abgearbeitet, wobei die Reihenfolge der Spieler immer gleich bleibt. Sie wird zu Beginn des Spieles "ausgewrfelt". Stdte fahren fort mit der Produktion milirischer Einheiten. Rohstoffquellen produzieren pro Runde je eine Einheit OIL, METAL oder RUBBER. 7. Die Produktion -------------- Damit eine Stadt whrend einer Runde produzieren kann, muss ihr je eine Einheit der drei Rohstoffe OIL, METAL und RUBBER zum Verbrauch zur Verfgung stehen. Zu Anfang besitzt jeder Spieler eine vom Szenario abhngige Reserve von Rohstoffen (im DEFAULT.SCN 20). Um jedoch auf Dauer produzieren zu knnen, mssen die Spieler Rohstoffquellen erobern. Zu Anfang des Spiels mssen die Spieler darauf bedacht sein, Waffen zu - 4 - produzieren, die wenig Rohstoffe verbrauchen, also schnell zu produzieren sind, und mit denen sie berhaupt Rohstoffquellen erobern knnen, wozu nur Landeinheiten fhig sind. Was eine Stadt jeweils produziert, wird gleich nachdem sie erobert ist bestimmt. Die Produktion kann aber zu einem spteren Zeitpunkt umgestellt werden, indem man die entsprechende Stadt auf dem Spielfeld mit der rechten Maustaste anklickt. In dem daraufhin erscheinenden Menu ist die Waffenart, die momentan produziert wird weiss umrahmt dargestellt. Ausserdem wird angezeigt, nach wievielen Runden sie fertiggestellt sein wird. Durch Anklicken kann nun die Produktion gendert, oder, falls man STOP PRODUCTION whlt, abgestellt werden. Aendert ein Spieler die Produktion in einer Stadt, bevor ein Waffensystem fertig produziert wurde, so landet das halbwegs montierte Ding auf dem Mll und kann zu nichts mehr gebraucht werden. 8. Das Spielfenster ---------------- Das Spielfenster zeigt normalerweise einen Ausschnitt der Weltkarte, in welchem sich die aktuelle Einheit befindet. Es gibt nur zwei verschiedene Arten von Terraintypen, nmlich Wasser (blau) und Land (grn). Kstenfelder, welche sowohl blaue, wie grne Anteile aufweisen, gelten ebenfalls als Wasserfelder. Mit Hilfe der Fensterattribute oder der Cursor, bzw. Zehnerblocktasten kann der Kartenausschnitt beliebig verschoben werden. Zu beachten ist, dass >Pagedown< bzw. >Pageup< nicht die blichen Funktionen erfllen, sondern den Ausschnitt in dem weitest mglichen Ausmass verschieben, in dem die aktuelle Einheit noch im Auschnitt zu sehen ist. [5] auf dem Zehnerblock zentriert den Ausschnitt wieder ber der aktuellen Einheit. Der Kartenausschnitt kann ebenfalls vergrssert oder verkleinert werden. Da grosse Kartenausschnitte die Geschwindigkeit des Programmes wesentlich beeintrchtigen, sollte man das Fenster nicht zu gross aufspannen (in TT-Mittel bspw. nicht die volle Fenstergrsse nutzen). Die Fenstergrsse hat deswegen auch ein Limit von 41*45 Feldern. Die Grsse der Karte betrgt 148*107 Felder. 9. Das Bewegen der Einheiten ------------------------- Die aktuelle Einheit wird jeweils mit einem weissen Rahmen versehen. Ihr Besitzer, sowie die Art der Einheit wird zustzlich im Infofeld des Spielfensters angegeben. Diese Einheit bringt man nun dazu auf ein benachbartes Feld zu fahren, indem man letzteres einfach mit der linken Maustaste anklickt. Seit Version 0.7c kann man zum fahren auch die Tastatur benutzen. Zum Bewegen dienen die Tasten des Zehnerblocks oder die Cursortasten, zusammen mit l-[Shift]. - 5 - Um einer Einheit ein entfernteres Zielfeld zuzuweisen, fhrt man mit dem Mauszeiger auf ihr Symbol und drckt ebenfalls die rechte Maustaste. Sie weiterhin gedrckt haltend, fhrt man den Mauszeiger auf das gewnschte Zielfeld, wobei eine "Gummischnur" dorthin aufgespannt wird, und lsst die Taste schliesslich los, worauf sich die Einheit sofort dorthin in Bewegung setzen wird. Man kann auf diese Weise auch allen anderen Einheiten im aktuellen Kartenauschnitt gleichzeitig Befehle erteilen. Aufgrund dieser zustzlichen Option ist es nicht mglich die aktuelle Einheit durch Anklicken mit der linken Maustaste auf ein benachbartes Feld zu bewegen, wo sich andere Einheiten desselben Spielers befinden. (it's not a bug - it's a feature!) Durch Doppelklick auf eine beliebige Einheit, welche in der aktuellen Runde noch nicht gefahren ist, kann man diese zur aktuellen Einheit machen und so die normale Aufrufreihenfolge umgehen. Eine Reihe spezieller Befehle findet sich im Menu MOVE: - WAKE UNIT - SLEEP - NEXT UNIT - MOVE LATER - USE WEAPONS - DETECT UNITS - SCRAP UNIT - SURRENDER Mit >Wake Unit< lassen sich eingeschlferte Einheiten wieder aufwecken. Diese sind dazu einfach anzuklicken. >Sleep< schlfert die aktuelle Einheit ein. D.h. sie wird solange sie in diesem Zustand ist, keine Befehle mehr entgegen nehmen. Sinnvoll ist dieser Befehl zum Beispiel bei verladenen Einheiten, die eine gewisse Zeit lang selber keinen Zug machen, oder bei abgelegenen Einheiten, die momentan nicht gebraucht werden. Er verkrzt die mit der Zeit recht lange dauernden Spielzge der einzelnen Spieler. Ausserdem knnen sich angeschlagene Einheiten, die in einer Stadt schlafen gelegt werden wieder um jeweils einen Strkepunkt pro Runde erholen. >Next Unit< beendet den Zug einer Einheit fr die aktuelle Runde, wenn diese am vom Spieler gewnschten Ort steht, aber noch Zugspunkte brig hat. >Move Later< dient dazu eine Einheit bei der Befehlszuteilung vorerst zu berspringen, d.H. spter in derselben Runde noch einmal aufzurufen. Da die Einheiten normalerweise in der Reihenfolge ihrer Entstehung aufgerufen werden, ist dies ntig um "kompliziertere" Aktionen, wie das Verladen auf Schiffe, oder einen konzentrierten Angriff zu ermglichen. >Use Weapons< muss aufgerufen werden, um die speziellen Waffensysteme einiger Einheiten abzufeuern. (Siehe nchster Abschnitt) - 6 - >Detect Units< lst bei Schiffen die Sonarortung aus, welche ntig ist, um feindliche Einheiten frher zu erkennen. U-Boote lassen sich sogar nur mit dem SONAR orten, d.H. Sie sind sonst unsichtbar. Whlt man >Detect Units< wenn eine ANTI AIRCRAFT Einheit aktiv ist, so schaltet sich ihr Radar ein, mit dem Flugzeuge im Umkreis von 8 Feldern erkennt werden knnen. Alle anderen Einheiten verfgen ber keine Ortungsgerte. >Scrap Unit< verschrottet die aktuelle Einheit und stockt die Rohstoff- reserven um die Hlfte des zur Produktion dieses Waffentyps bentigten Rohstoffeinheiten auf. 10. Kmpfen und Erobern ------------------- Es gibt in WORLD CONQUEST grundstzlich drei Arten von Kampfaktionen: Das Erobern von Stdten, Einrichtungen und Rohstoffvorkommen. Der direkte Angriff auf Einheiten. Das Benutzen von speziellen Fern-Waffensystemen 1. Um Stdte, Einrichtungen oder Rohstoffvorkommen zu erobern, gibt man seinen Einheiten einfach den Befehl auf die entsprechenden Felder zu fahren. Erobern knnen grundstzlich nur Landeinheiten: also Infantry, Tank, Artillery und Anti Aircraft. Wobei Infanterie die besten Erfolgsaussichten hat. Fr Artillery und Anti Aircraft bedeutet Erobern etwa soviel wie Russisch Roulette spielen. 2. Der direkte Angriff auf feindliche Einheiten funktioniert ebenfalls auf diese Weise, wobei Landeinheiten nicht Marineeinheiten angreifen knnen und umgekehrt (Es sei denn sie befinden sich in Stdten oder Hfen). Bomber und Fighter hingegen knnen alles angreifen und auch von allem angegriffen werden. Der bei einem Kampf erlittene Schaden wird jeweils von der Strength der Einheiten abgezogen. Ist diese bei 0, so ist die betreffende Einheit liquidiert worden. Einheiten, die sich auf Feldern befinden, die an das Angegriffene angrenzen untersttzen je nachdem, welchem Spieler sie gehren entweder den Angreifer oder den Verteidiger. 3. Das Abfeuern der Spezialwaffen wird durch den Befehl >Use Weapons< im Menu >Game< ausgelst. Mglich ist das bei folgenden Einheiten: - Artillery (Schuss auf Land- und Wassereinheiten) - Anti Aircraft (Schuss auf Flugzeuge) - Battleship (Schuss auf Land- und Wassereinheiten) - Bomber (Bombe auf Land- und Wassereinheiten) Die Artillery sowie das Battleship sind mit Kanonen der Reichweite 6 ausgerstet. Nach dem Anklicken von >Use Weapon< verwandelt sich der Mauszeiger in ein Fadenkreuz, womit man das zu beschiessende Feld auswhlen kann. - 7 - Die Anti Aircraft Einheiten knnen in einem Radius von 5 Feldern auf Flugzeuge schiessen, die Auswahl des Zielfeldes geschieht gleich wie bei der Artillery. Der Bomber schliesslich bombardiert das Feld, auf welchem er sich befindet, sowie alle Angrenzenden. Er kann maximal zwei Bomben laden. Was die Fernwaffen besonders auszeichnet, ist der Umstand, dass sich damit auch feindliche Einrichtungen "neutralisieren" lassen, d.h. beschiesst man z.B. eine feindliche Stadt, so wird diese nicht vollstndig zerstrt, sondern nur von den berlebenden Leuten des feindlichen Spielers verlassen und kann somit von jedem beliebigen Spieler wieder neu erobert und genutzt werden. 11. Das Info Men ------------- Im Menu >Info< lassen sich folgende Informationsfenster abrufen: -UNIT INFO -GENERAL INFO -OVERVIEW MAP -VIEW STOCKS -HALL OF FAME Unter >Unit Info< lassen sich Informationen ber die einzelnen Einheiten abrufen, wie Typ, verbleibende Zugspunkte, verbleibende Strke usw. Diese Informationen knnen auch durch direktes Anklicken der Einheiten mit der rechten Maustaste aufgerufen werden. Mit >General Info< kann der aktuelle Spielstand bezglich Waffensysteme, Rohstoffe, Einrichtungen und Score abgerufen werden. Im Score werden verrechnet: - smtliche Besitzungen - geschlagene Gegner >Overview Map< zeigt die Uebersichtskarte des Spielfeldes, sowie die Position aller Einheiten und Einrichtungen (als dunkle Punkte) des aktuellen Spielers. Die feindlichen Einheiten werden nicht angezeigt. Ausserdem kann von hier aus die Produktion aller eigenen Stdte berwacht und ntigenfalls gendert werden. In der Infozeile des Infofensters wird jeweils angezeigt, welche Art Waffe in der Stadt produziert wird und wie lange es noch bis zur Fertigstellung dauern wird. Die Stdte werden ausgewhlt, indem man die rechte Maustaste drckt. Die betreffende Stadt wird auf der Karte mit einem Kreis umzeichnet. Um die Produktion der Stadt zu ndern muss nun mit dem Mauszeiger in diesen Kreis hineingefahren werden und die linke Maustaste gedrckt werden. >View Stocks< liefert Angaben ber den Rohstoffvorat der Spieler, sowie ber die Frderungskapazitt und den Verbrauch. >Hall of Fame< bringt die HighScore-Liste des aktuellen Szenarios auf den Bildschirm. - 8 - Alle Info Fenster werden mit [RETURN] oder durch Anklicken des Schliessfeldes wieder verlassen . Die weiteren Optionen im >Info< Men: - CITY LIST - SLEEPING UNITS - WEAPON RANGE - MOVEMENT RANGE >City List< listet alle Stdte des jeweiligen Spielers mit ihren Koordinaten, welche Art Einheit sie gerade produzieren, und wie lange sie noch brauchen, um diese fertigzustellen. Klickt man einen Eintrag an, so gelangt man in das Produktionsauswahlmen, wo man die Produktion umstellen kann. >Sleeping Units< zeigt eine Liste aller Einheiten des jeweiligen Spielers, welche gerade schlafen. Ebenfalls angezeigt werden ihre Koordinaten, sowie wieviel Runden sie schlafengelegt in einer Stadt verbringen mssten, um auf ihre ursprngliche Strke zu kommen. Anklicken eines Eintrags in dieser List, weckt die betreffende Einheit auf und macht sie gleichzeitig zur aktuellen Einheit. >Weapon Range< markiert alle Felder, welche von der aktuellen Einheit von ihrem momentanen Standort aus beschossen werden knnen. Diese Funktion ist nur verfgbar fr Battleship, Artillery und Anti Aircraft. >Movement Range< markiert alle Felder, welche in der aktuellen Runde von der aktuellen Einheit noch erreicht werden knnen. 12. Speichern und Laden des Spielstandes ------------------------------------ Es sind dazu einfach die entsprechenden Menupunkte im Menu >Game< anzuklicken. Im Men >Settings< kann eine >Auto Save< Option aktiviert werden, welche das Spiel nach einer zu bestimmenden Anzahl Runden jeweils automatisch abspeichert. - 9 - 13. Eigenschaften der Einheiten --------------------------- Name: Strke: Prod.Dauer: Geschw.: Sicht: Spezielles: [Punkte] [Runden] [Felder/R.] [Felder] ------------------------------------------------------------------ Infantry 1 2 2 2 Tank 2 4 4 2 Artille 2 5 3 3 Schuss ber 6 Felder Transport 2 5 6 5 Transportiert Landein- einheiten Destroyer 4 6 9 6 Submarine 3 6 8 4 "unsichtbar" Battleship 10 10 8 5 Schuss ber 6 Felder Carrier 8 12 8 6 Transportiert Fighter Anti Aircraft 2 5 3 4 Schuss auf Flugzeuge Fighter 4 6 15 10 Bomber 6 10 10 10 trgt 2 Bomben oder transportiert 3 Inf. Einheiten (Die obigen Werte knnen von Version zu Version (VNr. < 1.0) noch variieren, da ich noch dauernd auf der Suche nach den Werten fr einen optimalen Spielspass bin.) Flugzeuge sind in ihrer Reichweite beschrnkt durch die Grsse ihres Treibstofftanks. Fighter fassen fuel fr 20 Felder, Bomber fr 30. Geht den Flugzeugen der Treibstoff aus, so strzen sie ab. Aufgetankt werden kann in Stdten und Flughfen. Um Landeinheiten auf Transportschiffe zu verladen, mssen diese in einen Hafen, oder eine Stadt am Wasser gezogen werden, wo bereits ein Transporter vor Anker liegt, oder ein Transporter muss in eine Stadt oder einen Hafen gezogen werden, wo bereits Landeinheiten vorhanden sind. Einheiten, die gerade in einer Stadt produziert wurden, in der ein entsprechendes Trgerschiff vor Anker liegt, werden jetzt auch automatisch aufgeladen. Auf den Flugzeugtrgern knnen nur Fighter, nicht aber Bomber transportiert werden. Um auf einem Flugzeugtrger zu landen, muss man die Fighter einfach auf den Flugzeugtrger ziehen. Seit Version 0.4 gibt es zustzlich die Mglichkeit, Infanterie Einheiten mit den Bombern zu transportieren, was aus ihnen sozusagen Luftlandeeinheiten macht. Das Aufladen geschieht analog zum Vorgehen beim Transporter in Stdten oder auf Flugpltzen. Wenn ein Bomber Truppen transportiert, kann er allerdings gleichzeitig keine Bomben mitnehmen. - 10 - 14. Der Datalink Modus ------------------ 14.1 Einstellen der seriellen Schnittstelle -------------------------------------- Im Menu >Settings< gelangt man ber den Menpunkt >RS 232< in eine Dialogbox, in welcher man die Uebertragungsgeschwindigkeit der RS 232 Schnittstelle einstellen kann, sowie den verwendeten Handshake. Alle anderen Parameter der Schnittstelle werden von WORLD CONQUEST automatisch eingestellt. Will man eine Datenverbindung herstellen, mssen vorher unbedingt die beiden Computer gleich eingestellt werden, sonst hngen sie sich beim Verbindungsaufbauversuch auf. 14.2 Aufbauen der Verbindung ----------------------- Soll ein Datalink Spiel erffnet werden, mssen beide Computer mit einem RS 232 Kabel mit Nullmodem verbunden sein. Es ist ausserdem unbedingt notwendig, dass auf beiden Computern exakt die gleiche WORLD CONQUEST Version luft, da sich das Spiel sonst beinahe zwangslufig aufhngt. Um die Verbindung aufzubauen, wird im bekannten Spielmodus Menu bei beiden Computern >DATALINK< angeklickt. Der einzelne Rechner versucht nun die Verbindung aufzubauen, und sendet, falls nicht schon ein Signal des zweiten Computers vorliegt einen Handshake. Danach wartet er auf eine Antwort des anderen Computers und zhlt von 1000 her rckwrts. Hat er bei 0 keine Antwort erhalten, so wird zurck in den Ein-Computer-Modus geschaltet und es erscheint das Spieler-Auswahl Men. Der Zhlvorgang kann allerdings auch durch Drcken irgendeiner Taste, einschliesslich der Maustaste, abgebrochen werden. Falls eine Verbindung zustande gekommen ist, wird dies angezeigt mit der Meldung: "Connected at XXXX BPS". Falls irgend etwas anderes schief gelaufen ist meldet der Computer: "No Connection established". Sollte dies der Fall sein, muss der ganze Vorgang noch einmal wiederholt werden. Ebenfalls zu wiederholen ist er, wenn auf beiden Computern rckwrts gezhlt wird. Dann ist des einen Handshake irgendwie nicht erkannt worden. Allerdings muss in diesem Fall nur ein Spieler den Vorgang abbrechen und noch einmal neu in den Connect einsteigen. Bei diesem zweiten Mal sollte der Handshake sofort erkannt werden. (Das Ganze hat seine Tcken: Bei TTs tritt zum Beispiel die Erscheinung auf, dass sie sich bei einem spteren Aufstarten des Spiels, oder Initialisieren der RS 232 Schnittstelle auf dem Zweitcomputer kurzzeitig aufhngen, wenn sie zuerst in den Connect einsteigen. Sobald aber der Gegencomputer ebenfalls seinen Handshake sendet, fangen sie sich wieder auf. Allerdings tritt nun genau der oben erwhnte Effekt des gleichzeitigen Rckwrtszhlens auf. Tja, die Sache ist also leider noch nicht idiotensicher.) 14.3 Das Spielerauswahlmen im Datalink Modus ---------------------------------------- Ist nun eine Verbindung erfolgreich aufgebaut worden, muss auf beiden Computern erstmal eine Taste gedrckt werden, worauf man dann in den - 11 - bekannten Spielerauswahldialog gelangt. Auch dieser birgt leider noch zahlreiche Tcken. Als generelle Regel gilt es zu beachten, mglichst nichts gleichzeit auf beiden Computern machen zu wollen. Im Grunde luft alles gleich wie im Single-Computer Modus. Aktiviert ein Spieler allerdings seine Farbe, so wechselt der farbige Balken beim Gegenspieler auf REMOTE und dieser kann dann weder dessen Name beinflussen, noch den Balken wieder auf HUMAN oder INACTIVE zurckstellen. >OK< sollte man erst bettigen, wenn alle Eingaben auf beiden Computern richtig vollzogen worden sind. Wenn einer nmlich aus dem Dialog aussteigt, startet er damit gleich das Spiel. Es empfiehlt sich, den Spielerauswahldialog zuerst mit dem schnelleren Computer zu verlassen, da dieser dann den aufwendigen Teil der Rechenarbeit bernimmt. 14.4 Das Spiel im Datalink Modus --------------------------- Das Spiel unterscheidet sich natrlich nur insofern von demjenigen auf einem Computer, als man nicht weiss, wo sich der Gegner aufhlt, was es nun aber wiederum um einiges interessanter macht. 14.5 Speichern und Laden ------------------- Das Spiel wird auf beiden Computern separat gesichert. Speichert der eine Spieler, so wird das dem Gegencomputer mitgeteilt, worauf dieser ebenfalls in die Speicherprozedur abzweigt und das Spiel unter demselben Dateinnamen sichert. Das Laden erfolgt ebenfalls auf beiden Computern getrennt, es wird von einem Verbindungsaufbauversuch gefolgt. Sofern dieser klappt kann man das Spiel weiterspielen. Bricht man den Versuch ab, so wird der externe Spieler in einen Computergegner umgewandelt, und man kann das Spiel im Single-Computer Modus weiterfhren. 15. Das Spiel ber die Telefonleitung --------------------------------- Um WORLD CONQUEST mit Hilfe eines Modems ber das Telefonnetz zu spielen, ist im Spielmodus Men >DATALINK BY MODEM< anzuklicken. In dem darauf erscheinenden Dialog hat man nun drei Mglichkeiten: -DIAL REMOTE -ANSWER ON CALL -WAIT FOR CALL Die an das Modem zu sendenden Befehlstrings sind dabei frei definierbar. Um anzurufen, ist die gewnschte Telefonnummer im entsprechenden Feld einzutragen und >DIAL REMOTE< anzuklicken. Um einen Anruf zu beantworten ist >ANSWER ON CALL< zu whlen, wobei man sein Modem durch >WAIT FOR CALL< auch in den Auto Answer Modus versetzen kann. Natrlich knnte man auch durchaus bspw. einen Whlstring in dem Kstchen fr den Beantwortungsstring einzutragen. Dies sollte man aber - 12 - unterlassen, weil das Programm sonst aus dem Lot gert. Es bestimmt nmlich immer automatisch, dass der anrufende Computer zum Mastercomputer wird. Das uebrige Vorgehen beim erffnen einer Partie WORLD CONQUEST ber das Telefonnetz ist analog demjenigen beim direkten Anschluss ber ein Nullmodem. Es empfiehlt sich bei Benutzung dieses Spielmodus, das Spiel jede Runde abzuspeichern, oder gleich den Autosave Modus einzuschalten, da krasse Strungen die Datenbertragung noch aus dem Lot bringen knnen, besonders wenn das verwendete Modem noch nicht ber ein V42 Protokoll verfgt. 16. Laden eines Szenarios --------------------- Im Men >Game< lassen sich ber >Load Scenario< andere Grundszenarien einladen, welche mit dem Programm WORLD EDITOR hergestellt werden knnen. Ein WORLD CONQUEST Szenario besteht grundstzlich aus einer Karte, Definitionen ber Anzahl und Verteilung der Stdte, Ressourcen und anderen Einrichtungen, sowie Information ber Anzahl und Art der Einheiten und Rohstoffe, welche man bei Spielbeginn bereits besitzt. (Im Default Szenario: 0 militrische Einheiten, je 20 Einheiten der drei Rohstoffe) Falls man mit einem geladenen Szenario ein Datalink-Spiel beginnen mchte, muss unbedingt darauf geachtet werden, dass auf beiden Computern das Gleiche Szenario geladen ist. Man sollte sich vergewissern, dass es sich wirklich um exakt die gleiche Szenario-Datei handelt, da das Programm selbst nur den Dateinamen berprft, selbst kleinste Definitionsunterschiede das Spiel aber zum Abstrzen bringen knnen. 17. Das Settings Men ----------------- Einige grundlegende Programmparameter lassen sich im Men >Settings< einstellen: >RS 232< dient wie bereits erwhnt zur Konfiguration der seriellen Schnittstelle. >Unit Colors< erlaubt die freie Festlegung der RGB-Zusammensetzung der Spielerfarben. >B/W Screen< dient dazu auf Graustufenmonitoren einen vernnftigen Kontrast zu erzielen, welcher das Spiel auf solchen erst spielbar macht. Mit >Auto Save< kann der ebenfalls bereits erwhnte Auto-Save Modus an- und abgeschaltet werden. Die "tollen" Soundeffekte knnen mit >Sound< abgestellt werden. (Falls sie zu sehr nerven sollten. >Skill Level< dient zur Einstellung des Schwierigkeitsgrades beim Spiel gegen computergesteuerte Gegner. >Save...< speichert die Einstellungen. - 13 - 18. Bestellung des WORLD EDITORs ---------------------------- Wie bereits erwhnt ist WORLD CONQUEST Public Domain Software. Also Leute, Ihr msst mir nichts bezahlen, wenn ihr eure Nchte mit dem Fhren von WORLD CONQUEST Feldzgen durchmacht. Natrlich wre es aber extrem toll, wenn ihr mir, falls Ihr das Spiel mgt, ein Honorar von SFr 20.--, oder einen hnlichen Betrag in Eurer Landeswhrung zukommen lassen knntet. Dies per Brief in Bar (Bitte keine Schecks oder Mnzen) oder per Postanweisung. (20 SFr => 20 DM, 140 OeS, 15 $, 10 ) Wenn Ihr des Englischen mchtig seid, wre es fr mich ntzlich, wenn Ihr die Datei ORDER.TXT ausdrucken, und mir das ausgefllte Formular mit dem Brief mitschicken knntet. Meine Adresse: Alois Felber Feerstrasse 17 5000 Aarau Schweiz Postkonto Nr. 50-98596-1 Als Dankeschn kriegt Ihr dafr eine Diskette von mir mit dem neuesten WORLD CONQUEST Update, sowie einer registrierten Version des WORLD EDITORs, mit welchem eigene Szenarien kreirt werden knnen, sowie einige bereits vorhandene Szenario-Dateien. 19. Bugs ---- Auch in der Version 0.8 ist WORLD CONQUEST leider noch immer weit entfernt davon, ein perfektes Programm zu sein. Falls Ihr also Fehler entdeckt, zgert bitte nicht, mir zu schreiben, entweder per Post oder via E-mail: Internet: hubba@ezinfo.vmsmail.ethz.ch Auch hier wre mir geholfen, wenn Ihr Euch an das BUG_FORM.TXT halten knntet. Ebenfalls willkommen ist selbstverstndlich jegliche Art von Kritik, Lob, Verbesserungsvorschlag, Rat und zustzlicher finanzieller Untersttzung. - 14 - 20. Andere Programme von WisiSoft ----------------------------- HOW TO BECOME AN EMPEROR (Strategiespiel fr max. 4 Mitspieler: ~ 38000 Felder grosses Szenario) 1991 - v1.4 24.11.1992 ATARI ST/STe/TT: Auflsung: ST low LANCELOT (Umsetzung des gleichnamigen Mattel Brettspiels) 1989 - v1.2 02.03.1992 ATARI ST/STe/TT: Auflsung: ST low COST (Gebhrenzhler fr Binkley Term ST und Rufus Logfiles) 1992/93 - v1.07 ATARI ST/STe/TT/Falcon: Auflsungsunabhngiges GEM-Programm STALL (ST aided language learning) 1988 - v1.36 24.10.1989 ATARI ST/STe: Auflsung: ST med/high D-CODE (kleines ASCII Textfile - Druckerspooler Programm) 1993 - v1.04 14.10.1993 ATARI ST/STe/TT/Falcon: Auflsungsunabhngiges GEM-Programm - 15 - 5kg'sBqeɴ!)L.~5O&L2dǪ3aQOv)wu.a?gr~AAAAAAAyOvygOzyOzy{r3͡m*T5M:j2˚_~zԣ(PҥKRR<18KS?͗6lǪa~6tʊ~y)( *R0⟰xTZUC_~:jgOz <9H0y/tA<"-lh5-& j}7 WISISOFT.GRFa 8{#mw\zҖ* U #DTBP"9 R Av$EH `7@R9`*H{ )-]k{}J *Trۮwps s]J0L3;2\AQqWORLD CONQUEST by Wisisoft Beta Release v0.8f 07.10.1994 The development: **************** 28.01.1992 - Started trying to program a game like Peter Merill's STATEGIC CONQUEST for Apple MacIntosh computers on my good old 1040ST. March 1992 - First playable but in fact extremely buggy version (0.1) completed. April 1992 - Put version 0.1 on a local mailbox. - running in ST low only - playable only on one computer without computer enemies June 1992 - Put version 0.26 on some mailboxes. - first version with computer enemies (though they behaved very stupidly) - first really playable version 17.07.1992 - Stopped to program as I went to Berlin on hollydays and afterwards had to spend my days learning as I had to pass examinations at the FSIT. October 92 - Bought a second hand TT. 28.10.1992 - Passed the examinations and continued writing COST which I had begun coding between tests. I postponed to continue on WORLD CONQUEST. November 92 - Started to program on 0.3 versions which should include a direct datalink mode using the RS 232 interface and a possibility to use alternate scenarios. December 92 - Started to write the WORLD EDITOR. - Put version 0.3a on the AFN. - first version running in TT med as well as ST low - first version including a working direct datalink mode - first version including the >load scenario< feature - Started to work on the 0.4 versions which should include the possibility to play by modem with remote adversaries. January 93 - First registered user of the WORLD EDITOR (Hi Tommy!) - Sent version 0.4e to Sweden. - first version including the possibility to play by modem - Started to work on the 0.5 versions which should be able to read WORLD EDITOR v0.2 scenarios and have some sound effects. - Sent version 0.5 to Sweden. - first version including a >Save Settings< feature - Put version 0.5a on a local mailbox - only minor changes to version 0.5 February 93 - Started to work on the 0.6 versions with two main goals: - better computer enemies - ensuring compatibility to FALCON F030 and if possible MultiTOS April 93 - Tried to get Version 0.6d on the AFN. Unfortunately I failed. - Got MultiTOS v1.00 and tried to get WORLD CONQUEST to work with it. May 93 - Started to work on version 0.7. The goal was to get the game to work with graphic boards. July 93 - Put the version 0.7b on the AFN, which I consider to be the final version for now. - Discovered a very strange bug that partly destroys the overview map on computers with older TOS versions (1.00 - 1.02 at least) - can't figure out what's wrong. So now I knew... v0.7b wasn't to be the final version... August 93 - Stopped programming activity to concentrate on learning in order to pass SFIT-tests in fall. - Tested v0.7b on a Falcon F030 - it worked in all 16 and 256 colour modes - though it didn't run with 16-bit graphics. However, I postponed to take care of that, as I just lacked spare time. - Tested the phone-play mode with a USR DS to Zyxel 14400 bps V32bis/V42bis connect - it worked, spent 2 1/2 hours on-line to see my troops being crushed by my friend of the other end of the town. - Coded D-CODE. October 93 - Lost my FIDONET Point ....... arrrggghhhhh... If you have unsuccessfully tried to contact me by Netmail.... sorry... :-( - Passed the tests and went on hollydays, celebrating wildly. - Nearly froze to death.... :-) - Nearly rammed a stag with my motorcycle... (%-) November 93 - Fixed some minor bugs and changed some input routines to make the playing more comfortable especially on slower STs. - Version 0.7c released through local mailbox. - All of a sudden several WORLD EDITOR orders are coming in. - Reports are coming in that WORLD CONQUEST has been put on cover disk of ATARI USER'S MAGAZINE December 93 - Started work on version 0.8. - Discovered two nasty bugs that make datalink games crash: In the versions 0.7 to 0.7e you can't use the >Scrap Unit< feature when playing a datalink game. Also moving units using the keyboard is not possible. I'm very sorry for that... - Planned to post a bugfixed update (v0.7f) in the AFN and NeST. - Sent v0.7g to Roland Tobler's mailbox Paradize in Lucerne to post it in the AFN. Merci Roli.... :-) - Optimized a v0.8 routine from 10^44 years down to 8 seconds... Unfortunately that was still too slow.... ;-) - Players report that articles about WORLD CONQUEST have been published in the magazines ST FORMAT and HIDDEN MOVEMENT. January 94 - Read Brian Douglas' article published in the HIDDEN MOVEMENT magazine. Thought about raising registration prices in consequence.... :-) (just kiddin') - Hurried to finish Version 0.8 as the threatening shadow of some final examinations in spring began to loom over me. February 94 - Decided that version 0.8 should be quit fit to be distributed. - Updated the english and german game manuals. - Thought about terminating work on WORLD CONQUEST in order to start on a new project, which should be a kind of tactical multiplayer - multicomputer - simultaneous movement simulation of either some game similar to gaelic football or of a children's game known in Switzerland as the "ribbon-war" or a combination of both placed either in some fantasy environment or in real world... Well, we'll see... March 94 - While testing some graphic concepts for the new game project I found a way to speed my GFA BASIC programs up by a considerable degree. In consequence I was able to more than double the speed of the graphic output in WORLD CONQUEST. Version 0.8a will first include this feature. August 94 - Reports of a major datalink-bug still existing in version 0.8a drove me back to action. I couldn't reproduce this malfunction though - so it lives on for the time being. - A guy from Germany requested to include WORLD CONQUEST in his Shareware CD-ROM. Sent v0.8b to him. September 94- I was finally able to have a look at the strange missbehavings of my GEM-panels when running WORLD CONQUEST with Mag!X. In consequence I was able to mend it. In addition I found out that the WORLD EDITOR doesn't work at all with Mag!X - so there was a major update due in the next time. October 94 - I realized that non global scenarios (maps having western and eastern borders) cannot be played against the computer when using versions from 0.8 up to 0.8d. As the computer seeks to cross the border although he can't do that almost every game will end with a computer opponent locking itself up. So until I would be able to release version 0.8e people must use version 0.7h to play the EUROPA.SCN and the ATLANTIS.SCN scenarios. Changes since v0.5a ******************* 0.5b - New savegame format incompatible to earlier versions. - Bug fixed: entering foreign installation after battle without conquering it. 0.6 - Computer enemies not available (only temporary due to major changes in that part of the program). - All LineA commands removed (slowed the Program down a bit). - Program now works in all graphic modes that use 4 up to 15 Bitplanes as it doesn't matter what resolution is being used. - WORLD CONQUEST now has become a proper GEM Application, which should also run with MULTI TOS (I hope). - An additional data file CONQUEST.INT has been created. 0.6a - New savegame format (again incompatible to earlier versions) due to use of standard VDI graphic format. - New scenario format due to same reason (use WORLD EDITOR v0.8 to convert old scenarios.) - v0.8 EDITOR scenarios can optionally include non crossable map borders. - Use of standard VDI graphic format. WORLD CONQUEST should therefore run in every graphic mode on every graphic board using more than 3 bitplanes (at least 16 colours). Though I haven't had the possibility to test it yet. - Due to above changes new data files have been created: CONQUEST.GRF TITEL.GRF WISISOFT.GRF - The following data files are not required any more: CONQUEST.ART ICONS.ART WISISOFT.ART - Damaged units can be repaired by putting them asleep in cities. - Radically changed behaving of computer enemies with an adjustable skill level. (Still very much beta - please send reports and suggestions about that!) - Airborne infantry units won't be harmed any more by firing artillery while being carried by bombers. 0.6b - Computer ennemies will surrender when finding themselves in a hopeless situation. - Bugs fixed: - some problems with computer ennemies - some other graphic problems 0.6c - Further computer enemy bugs fixed: (eg) - anti aircraft unability to shoot - No random damage of shots by computer - deployement of computer enemy units in neutral cities - Other bugs fixed: - airborne infantry units harmed by released bombs - Faster unit movement: because of the use of slower VDI routines to plot the game tiles, optimizing these routines has become inevitable. 0.6d - Surrender condition for enemy computers changed as it made the computer enemies give up too early when playing in low skill levels. - Some minor bugs fixed. - New game tile plotting routine fixed, as it didn't display the computer enemies' units at their turn. 0.6e - fixed the scroll routine, that didn't show the units at the game window's borders any more since v0.6c 0.7 - Created an own DESKTOP Background, as due to the changing of the first 15 VDI colors the GEM DESKTOP of AES 4.x looks rather ugly when running the game with MultiTOS. - Adapted the game for use with MultiTOS. Though you better play it with a single-task TOS, as with MultiTOS it runs awfully slowly. Please note that you have to turn off the sound in the >Settings< menu if you are using MultiTOS. In addition, if you want to play a datalink game, you have to turn the ALERT.ACC inactive. It is possible, that there are some further problems, so I can't guarantee WORLD CONQUEST to run with MultiTOS at 100%. - Removed the Intro. However you can still watch it and listen to the great music if you start the INTRO.PRG. ;-) - Removed some further inproper GFA BASIC commands from the source. In consequence it is now very likely to work on a FALCON F030. Though I still haven't had the possibility to test it yet. - As a new feature the units colors can now be changed. Use >Unit Colors< in the >Settings< menu. - The path of the scenario file belonging to a saved game can now be changed if it can't be found when the saved game is used on an other computer. - fixed the wild "jumping around" of the info-windows when the left mousebutton was pressed. - Fixed all GEM dialogs and panels for use with LET'EM FLY. 0.7a - Bugs fixed: - Infantry units carried by bombers won't be destroyed in combat now until the bomber itself is destroyed. - Units carried by bombers or transports that are inside cities or other installations are now also killed if the city or installation is being destroyed - so they don't remain there as invisible units any more. - New feature: - >Scrap Unit< in the >Move< menu or pressing the key [J] (for Junk Unit) will scrap a unit you don't need any more and puts half of the raw material needed to produce this kind of unit back in the stocks. This feature has become neccessary as the unit limit of 300 (including weapons, cities, installation, ressource sites) can easily become a problem when playing against computers in a high level. - Inproper mouse location inquiring fixed. - Changed styling of selected item in the >game mode< menu. - Removed all XBIOS commands concerning screen memory handling. - Fixed all vro_cpyfrm calls for use with graphic boards. - WORLD CONQUEST now checks the command line when being started, if a saved game should be loaded like every other GEM application does. 0.7b - Some minor bugfixes - Fixed some problems with the menu that occured when running the game with TOS 1.02. 0.7c - Keyboard shortcuts for the >File< menu added. - Included possibility to move the units by pressing [SHIFT] together with number pad keys or arrow keys. - Some further bugs fixed * Not fixed yet: - the map bug - The intro isn't part of the package any more. 0.7d - Added a debugging routine that should interfere with the map bug and repairs the map again after the bug occured. This feature is only of importance if WORLD CONQUEST is run on a ST with an older TOS (1.00 to 1.06). 0.7e - Fixed the "Shoot and Run"-Bug that I "created" in the 0.7c update. 0.7f - Fixed the bugs that made datalink games crash in the earlier 0.7 versions: - Inproper >Scrap Unit< function - Inproper Moving-using-keyboard feature - Improved the map debugging routine in order to work also in datalink mode. 0.7g - Fixed some graphic problems 0.7h - Eliminated the major bugs still remaining in 0.7g that I fixed during my work on the version 0.8 (see below). I published this version because I finally found the reason for the remaining keyboard-movement problem at a time when version 0.8 was not yet fit to be distributed. - Bugs eliminated: - keyboard-movement-datalink problem - Placing of ressource sites and installations outside the map - misscalculated computer-invasions 0.8 - Coded a new intro that is GEM-compatible and therefore should also run on the FALCON 030. - Included continous scrolling over western and eastern game map border. This unfortunately caused a little loss of speed. - Fixed some problems concerning the window handling. - Changed the >Weapon Range< and the >Movement Range< features in order to show exactly the squares that are concerned, not just a general range. Note that sea squares are also shown as being reachable to ships if the way to them leads over a city or harbour. The game however doesn't check wether this city or harbour does really belong to the player using the >Movement Range< feature. - Fixed an error concerning the computer controlled enemies that mislead their invasions. This could considerably increase the general difficulty of the game. - Made the computer controlled artillery, battleship and anti aircraft units a bit more clever in order that they check distances more exactly and do not get trapped. In addition they now also seek to destroy first the more dangerous units of yours. - The contents of the data file CONQUEST.INT have been changed. So be sure to use the new CONQUEST.INT as else the game will crash. - Removed a bug that placed cities outside the map (y coordinates > 107, x coordinates > 149) and in consequence led to a crash. Watch out for city zones with illegal border coordinates in scenarios created with a WORLD EDITOR version less than 1.2. You though don't need to alter these scenarios, as the game now checks if the coordinates are not correct. - Added the >City List< feature to the >Info< menu. It will list all cities, their location, what they are producing and how many turns it still takes them to finish it. By clicking on a city's entry you can change it's production. - Added the >Sleeping Units< feature to the >Info< menu. It lists all sleeping units their location and how many turns it would take them to fully recover from their damages when being put asleep in a city. Clicking on a unit's entry will wake it up and move the game window to it's location. - Changed the movement order principle. You can now scroll the game window to all places on the map using the scrolling bars. In consequence the current unit does not necessarily need to remain within sight. You now can make every unit become the current unit by just doubleclicking it (using the left mousebutton). - Fixed all bugs that allowed a unit to leave the game map and provoque a crash. - Added possibility to abort a game during the computer controlled players' turns. - Fixed wrong usage of GRAF_SLIDEBOX in some GEM panels. - Fixed a minor bug concerning the >Detect Unit< feature. - As the game (or your computer) is just too slow to use large windows, the game window size is now limited to a maximum size of 41*45 squares. (Which is the maximum size when playing the game in a resolution of 640*480 pixels) - New feature: [5] on the decimal keypad will center the current unit within the game window. - Finally fixed the keyboard-movement-datalink bug that created a deadlock when EVNT_MULTI detected another event besides the keystroke. (It took me weeks and a lot of nerves to find out the reason for that malfunction!!!!) As a consequence the "move-and-scroll" feature isn't available any more. - Changed placement of ressource sites and installations. Nothing will be placed now adjanct to something of the same kind. - Found out what is being written into the map buffer when the "mysterious map bug" is occuring and what procedure is responsible for it. However, I don't have the slightest idea, why this can happen. Must be a GFA-BASIC malfunction. Changed the procedure affected. Don't know however if the bug is now eliminated. - The infobar of the game window won't state any more the remote player's conquerings. - Removed a bug, that dropped land units in the sea, when they unsuccessfully attacked a unit from a transport. They now will again be within the transport unit after an unsuccessful attack, as they should. - Fixed the a bug that decreased a player's unit counter once to many when one of the units was destroyed during an attack and which resulted in some units losing a turn. 0.8a - Doubled the speed of graphic output. 0.8b - Fixed the intro to run with MultiTOS when Memory Protection is active. - Fixed the window handling in order that clicking on the scrolling buttons doesn't corrupt the desktop when the game window is set in the background (running WORLD CONQUEST with MultiTOS). 0.8c - Fixed an array overflow bug that occured when scrolling over the edge of the map from the left to the right. - Added a new Feature to the >Settings< menu. >Map Buffer< installs a large buffer containing the whole gameboard. Activating >Map Buffer< increases the speed of scrolling and jumping around on the map by a considerable degree. This feature needs about 1 MB of free RAM in 16 color mode (2 MB in 256 color mode). - Replaced some unnecessary floating point operations by integer calculations with the result of gaining 11% more speed on the computer opponents. - Fixed a harmless bug that occured when using >Abort<. - Fixed a bug that made unsuccesfully attacking units invisible. - Fixed a bug of the datalink mode that showed enemy units at a wrong location after they had conquered a friendly installation. - Improved the handling of the Unit Color dialogue. The slideboxes now move more smoothly (at least on the TT with NVDI installed). - Added the >Unload< feature: Units carrying other units can 'unload' them by using >Unload Ship< (Transport) >Launch Plane< (Carrier) >Drop Troops< (Bomber - when carrying Infantry) in the >Move< menu. The equivalent keystroke is: [U] for [U]nload. The menu entry is the same as for >Use Weapon<, which has been replaced by the more specific >Fire Guns< (Artillery/Battleship) >Launch SAM< (Anti Aircraft) >Release Bomb< (Bomber - when carrying bombs) The >Unload< feature will simply search the 'carrying unit' for others manual or asleep and activate the first unit found within. - Right [Shift] can now also be used to move the units. 0.8d - Wrong indication of how many turns a unit needs to get to a specific location (introduced with v0.8a) has been fixed. - Fixed some ugly color-switching that occured when using the City-list on GEM version 4.xx. (reported by Richard Guziewicz) - Fixed the problem with the non-visible GEM-panels when running the game with Mag!X. 0.8e - Included a special set of graphics for 256 color mode. Please note that the file CONQUEST.GRF has become obsolet and has been replaced by the files CONQU_04.GRF (4bit graphics) and CONQU_08.GRF (8bit graphics). - Fixed the computer opponent deadlock bug that occured when using non-global scenarios. (Existing since v0.8) - Fixed a bug that put land units on instead of in an installation when starting from an empty square and trying to move across it into the sea. (Existing since v0.8c) - Fixed some problems with the map buffer that didn't show the map's left and right borders when playing a non-global scenario. (Existing since v0.8c) - Fixed a problem that let the player scroll across the map borders when using a non-global scenario. (Existing since v0.8) 0.8f - Fixed the bug that hindered a human player from defeating a computer controlled opponent before turn 40. (Before... computer opponents didn't care having 0 units at the start of their turn and just produced some new ones and only gave up when having less than 25 units after turn 40). Sorry about that one ... I just haven't ever gained a game so fast - and I don't play it that often any more too. :-) (Reported by Yvan Eveillard) Still to come (hopefully): ************************** - Elimination of the "mysterious map bug". - Open Movement mode (for the slower STs) - Random events option (storms, floods, earthquakes ..) - Explore mode (only see the map, where you've already been) - Situation Editor - .. Please keep reporting bugs to: Alois Felber Feerstrasse 17 5000 Aarau Switzerland Internet: hubba@ezinfo.vmsmail.ethz.ch Fidonet: 2:301/526.1 To registrate and get the EDITOR and the additional scenarios please send SFr 20 or something about the same value in your national currency in cash (no cheques please) to the address stated above or remit SFr 20 on my Swiss postal cheque account: 50-98596-1. As I am just a "poor" student, every additional support will gratefully be accepted. A. Felber \ =؄0YR9#|pwzCSz=GztQ|w :ώGѻ.5??-p)ts!+`8[ z5ǃWaot =l@&ՑQaԀplp)D;fD;H4P3+X]qӴN!AGvKxtL;s /90qG{XA;s6GǾa]0ZǸ:V"0G#0D;k~Ag+ckc²;vAs}CN!`6.($=>Gtk~F:A! ;xݛw6 ;B;b &hzcK\ zgxtCSSuEgU"c;.S8/n#ATnOi¿pT֍'Neue Optionen in v0.8c (gegenber Anleitung zu v0.8) ********************** >Map Buffer< im Men >Settings< reserviert einen Speicherblock, um darin das gesamte graphische Spielfeld abzulegen. Der Speicher- block ist im 16-Farbmodus ca. 1 MB gross (2 MB im 256-Farb- modus). Das Aktivieren von >Map Buffer< resultiert in einem deutlichen Geschwindigkeitsgewinn beim Verschieben des Kartenauschnittes. >Unload Ship< im Men >Move< bei Transportern anstelle von >Use Weapon< durchsucht den Transporter nach Einheiten und aktiviert die erste davon, die gefunden wird (ob sie vorher schlief oder nicht ist dabei egal). Der Befehl kann auch analog zu >Use Weapon< mit [U] ber die Tastatur eingegeben werden. >Launch Plane< verhlt sich analog fr Flugzeugtrger. >Drop Troops< verhlt sich analog fr Bomber, die Infanteristen geladen haben. >Fire Guns< entspricht >Use Weapon< bei Artillerie/Schlachtschiff. >Launch SAM< " " bei Flab. >Release Bomb< " " bei Bombern, die Bomben an Bord haben. {/]% !Ia ?12t|CAxYqW_]AV{%>7JvO'Y0腢v'$ډ"\J8' SJ%P  U|:m*\:OɇjKÇTzŽͽi:ScL;):#>Xy^QFaIJpȠ@:{᝻Ž a tjIy5='kq WԹC;B!{UL:V=_2uWX{>c-Fsoizp UӋ{o.ӯyGBfSI+[5 #Gy䑒PHo$trߵvkֻpx;k?"@3lh#8;SWW38P4׼^#]2O"8oſ8 'xpi `屃M^8א[id?0lP Ӎ'`JF\̥J^UFMxqf6n;&vt%< l$X5\ , 5A GAME OF WAR AND STRATEGIESby Alois FelberVersion 0.3a(C) 1992-94WORLD CONQUESTInfoExitRS 232 SETTINGSHANDSHAKERTS_CTSBAUD RATE 2400CancelOKSTART MODEM GAMEATD_____________________DIAL:________________________XXXXXXXXXXXXXXXXXXXXXXXXATA___________________ANSWER:______________________XXXXXXXXXXXXXXXXXXXXXX________________________WAIT:________________________XXXXXXXXXXXXXXXXXXXXXXXXDial RemoteAnswer on CallCancelWait for CallSAVEGAMESAVFilename: ________.___FFFFFFFFFFFPath:_____________________________Save game offONOFF_2every __ turns99AUTO SAVE OPTIONSSkill LeveleasyOKCancelhard  Game Move Info Settings WORLD CONQUEST --------------------123456 Quit Program ^Q New Game ^N Restore Game ^R Save Game ^S------------------- Load Scenario ^L------------------- Abort Game ^C Wake Unit [W] Sleep [S] Next Unit [N] Move Later [L] Use Weapon [U] Detect Enemy [D] ------------------- Surrender Scrap Unit [J] Unit Info [I] General Info [G] Overview Map [M] View Stocks [V] City List [C] Sleeping Units [K]--------------------- Weapon Range [R] Movement Range [X] --------------------- Chat Hall of Fame RS 232--------------- B/W Screen Auto Save Sound--------------- Skill Level--------------- Save... Unit Colors Map Buffera Wisisoft ReleaseAlois Felber's1992-94UNIT COLORS1234OKCancelResetWORLD CONQUEST v0.8f - 07.10.1994ExitWORLD CONQUEST is public domain software.encourage the author to go on writing the likes However, if you like this game and want toof it, please donate 20 SFr to:Alois FelberFeerstrasse 17CH-5000 AarauPCA: 50-98596-1In return you'll get a registrated version ofthe WORLD EDITOR along with some additional scenarios.Please report bugs and comments of all sorts to the address stated above or via E-Mail.Internet: hubba@ezinfo.vmsmail.ethz.chFidonet: 2:301/526.1???cÆÆŎ̝kI9iq(ahc7cҢcڲccÙ"ÀÃ?|8????cÆÆŎ̝kI9iq(ahc7cҢcڲccÙ"ÀÃ?|8?  x0X@  @ UUHp=?wgpp=Aţ ţ A/Ue~~,4?(  @ UUH>>|x|???w?w>>>>>>>>>>>~>~>>?>?>?>?>>???x????>>x>x~x8px|px|px pxpx0px8px9p|9p|9p|9p|9p|9p|ǎ9?p |ǎ9?p |ǎ9=p |ノ9|p |ノ9xp|ノ9xp|ノ9pp~烎9pp~烎9psp~9#psp~9p#sp~9p3sp~9xssp~9xssp~9|wsp9tspw9tspw9xrspwa9xp?spw9p> @@0  xx0$0T $X`ҥD?jUTU?@ ?0<0<0?0<0<0?0<0<0?0<0<0XQ  X Q  X Q  X Q   XP Q00 S  V "T $W $ABCSTUbc dpq rZ{{ q{ q{qZ{ 'Z}@WuZ}Z} / ;^_#`nowzZ{Z{  Z{ 6XY"_*1+     +,-;<=MNO}~.- .+?@'AVW y  Qx l       Q{       : Qy    Q} !  !0 !L  !h  ! !  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L?_ N</_!O<?{/Ol!M @ @ @}.H b!@ `K(` @ `( pI  P@ P  @ `  H P%@ l< l Rԓ׈ @ @ @ @ @ @ @ @ @ @ @ @ @ @ @ @ @ @ @ @ @ @ @ @ @ @ @ @ @ @ @ @ @ @ @ @ @ @ @ @>ro߿hu߿W4_\vm_i*$mޯuV$/ޯuV@$ a? @@p@( 8@@$@ $@$ a? @@p@( 8@@$@ $@$ a? @@p@( 8@@$@ $@$ a? @@p@( 8@@$@ $@DaB @@pP@@(@p $@ $@DaB @@pP@@(@p $@ $@DaB @@pP@@(@p $@ $@DaB @@pP@@(@p $@ $e,p~*F"xTb~k@*W)?'?VZ?e&???v./?/IJިp~y|? ?? oC p@?yp? 1?@q@?@@` w`?;?0 ?`?0? 07?8 >p>|s? `x?Cxy0?p???A  =?>o>~~o???o?<Napoleon 300 18.03.1806 Ike 280 19.05.1945 Alexander 260 15.12.-324 Julius 240 03.03. -50 Robert 220 18.06.1862 Edward 200 14.12.1346 Erwin 180 14.01.1942 George 160 04.04.1781 Fritz 140 15.07.1750 Saladin 120 04.07.1187 World Conquest Scenario File,0.8,0,0,0,0,0,0,0,0,0,0,0,20,20,20,40,8,7,5,1,67,55,5,21,55,62,100,3,67,2,86,34,4,78,18,98,54,6,98,3,149,54,5,73,54,107,91,6,107,54,150,90,4,34,96,111,107,0,k`D8<wg8}|?>o????`??????``8<AoL~<\À?r| |? x?A>?vpp?p8pp8` 831 <`?3?8πǀ??8?< <~x@`>????~??/ |D0>>`<0 ~ ~0? 8??H?x???v ?1>#& ??Ccsp80<y??x@?02 ?Ǐ~ǟ????dp?0??08_0qa????9ϥwZi9C2:$i?̄txs0k;2>G`ª:g`ԱB˜ҶL綔̨=kyymFtgk rc]ղ#sךڨ2=Qhacol {ge T͸|XJ}/vNTc(;˴vN{]At+ $fAHFؐR(0 Qh#ג b aG@#7P q""YP tU5q$b]+%qȵY/k\vK:KƺxW/  $uW"#-??????!@!!@ @! @! @! @п R/JN /I/J/J/J Rжжжж е  RHp ^ —)@ R򖖀"0)@ LJ/)@ L^z߿O 3^? 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I know how frustrating such an event is after hours of playing but nevertheless please take some extra time to write me a letter as: bugs can only be mended when reported. !˪h`=vo pý=XuyAx<}A|>,>$:ٛ{|u:~~?́?3 z1b0a>?@<||yѳm#z1c1>u\3x:~|m5~1c1>~:>|5Vc1c???c1c @ @1c1c A  S @@r3g! 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G|?ql oeqCG~,Z(E.F ͞jK@ (P@ (P@@ (P@ (P@@ (P@ (P@@ (P@ (P@@ (P@ (P@@ (P@ (P@@ (P@ (P@@ (P@ (P@@ (P@ (P@@ (P@ (P@@ (P@ (P@@ (P@ (P@@ (P@ (P@@ (P@ (P@@ (P@ (P@@ (P@ (P@@ (P@ (P@@ (P@ (P@@ (P@ (P@@ (P@ (P@@ (P@ (P@@ (P@ (P@@ (P@ (P@@ (P@ (P@@ (P@ (P@@ (P@ (P@@ (P@ (P@@ (P@ (P@@ (P@ (P@@ (P@ (P@@ (P@ (P@@ (P@ (P@@ (P@ (P@@ (P@ (P@@ (P@ (P@@ (P@ (P@@ (P@ (P@@ (P@ (P@@ (P@ (P@@ (P@ (P@@ (P@ (P@@ (P@ (P@@ (P@ (P@@ (P@ (P@@ (P@ (P@@ (P@ (P@@ (P@ (P@@ (P@ (P@ ?@ ?~>?????? ?@?7 ?7 ?7 ?7 ?7 ?7 ?7 ?7 ?7  0 ???0 ;p0 00 0 3 ?    bbb   XXXMMM   BBBXbbMMXM b XM B  B XMMBBb XM BB MX bb XM BB MXXM BB MXXM BB MXXM BB MM BB MM BB MM B  B      B  B        B B        Bler program) ATARI ST/STe/TT/Falcon (all graphic modes) -13- &aU`+"T*N1%Z nkkcM`0tw9[`q[]폀bŠ3-Q T?ӡ  #2GZOVݥ>!:̮p,\-2ʖS7hG4ļ`'ioe_ x({7{=X|Dm{aC8fwd sC?a2JVHVq)Wl?>% wqAlJ"t-g,(rQ׸C-Lr׹4tUx#ҩnWo@|SE&p^#]>ldPq:7m7[k]Q[-sq ) w[Y_g=!+nO<|h [N˔YziPr{;Ceub&0/S8Ê!'* 6T[ꃜ,kJ:\^ ۠?]+3\9s>i^ﴗ[|ych}τwS#<$,!wռ/˪מ6/ywo[d G'3AkqD-xØؼzjqUdiC[&yCvZ鋺.P8f-lh5-j}7 TITEL.GRF]r8ߤlޖ4D^DPc+N-Dx!G]xޚj8Wپ6㣆ݸ=z:5 S7_wM{}Olmlv*<vKs-? \OܽI.aAH 2a0Me~+/'qqÏ'H#52\w]͚=w6_@WORLD CONQUEST SETTING FILE,bps_rate 1,handshake 2,level 5,color_screen,colors,0,271,1000,1000,917,0,1000,167,0,0,667,0,auto_save off,sound on,enlarged_map_buffer on,: Auflsung: ST med/high D-CODE (kleines ASCII Textfile - Druckerspooler Programm) 1993 - v1.04 14.10.1993 ATARI ST/STe/TT/Falcon: Auflsungsunabhngiges GEM-Programm - 15 - 5kg'sBqeɴ!)L.~5O&L2dǪ3aQOv)wu.a?gr~AAAAAAAyOvygOzyOzy{r3͡m*T5M:j2˚_~zԣ(PҥKRR<18KS?͗6lǪa~6tʊ~y)( *R0⟰xTZUC_~:jgOz <9H0y/tA<"-lh5-& j}7 WISISOFT.GRFa 8{#mw\zҖ* U #DTBP"9 R Av$EH `7@R9`*H{ )-]k{}J *Trۮwps s]J0L3;2\AQq` \$`M,AON՚?<NtN;@$prN+A+B+C+D -Э$m4 -Э$m4 @^HH/0-$Y@^HHgp+@`B$m0$m&<:<N*/??0-$N8:&NbAP 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JEf0DH2HgR@?=n~jDnL8v@a a6<z Ndz* I0`  fEQNdS|$Ne Jn~j|- nj XnRnn0nnc|.g8 _g>.g@ +gN -gR $f ,fHQ!aRnn"_p$RHQa"_`Rnn`)  g *fp `Jn~jp-`Jn~kp `=_nSnnRnNuHLv=B~jDBNLxC*E0RJCfRCR@r2HAARACd ` Efr0Sb Eg4 5e.!A*e0R 9c0`R1R@0c JEr+J@jr-D@UEoJYEc0SEnHJEf0SEH@HdREf0SEH@H 0 0REfH@C* nj XnRnn0nncJ.g _g .g +g -g HQa(L`Rnn`Jn~jp-`Jn~kp `=_nSnnRnNu"H YJQfNu YH瀀aLP|HPG!C&֛֛֛֛֛(HDDCBg6Cv6C[RCF8[[[aL6C[RCF8:G!FWfTL L-K A `H$I\bfBjQNu$YbfBjQNu   AgSA ANua@`H"a`BaB@(` aBC(@HAC&21i0d R@`aBHP?< NN\Nu0^ M / hawFAN`RAD0C?0FA0A ff fA"H"2"2"2`B؄*؄؅CH`Ԍ؅X`$_  IaYHR"H @`ʘ؄*؄؅AHNu؅X`$_ IaߔYHR"H`A`:A`4A`.A`(A`"A`A `A`A ` A `A$ Nu .,NuA`AA!NuA`A` A `AA1NuA`A`A `A `A`A` A`A@00HNuA `A`A`A `A `a!@ NuAANua1 Nut`t`t`t`t`t `t`t`t`t`a ( Nua Nu@@Nura00HNur`r`r`r`r `r`r`r`r`zQ`z ` zn`z4=Aa-IHQB0a _JNuz"-A=Ba-I`#VHrYa pYaLaވpY` 9V/rYapYaHyp?o?<?NAO JkpY`t/a `|H.gZ <r4<?k"SWga"`TL8HaPa Press any key to continue!Remote uses other than St Low Resolution.Remote uses ST Low Resolution.Connected at Remote uses other than ST Low Resolution.No connection established!Returning to single computer mode...CANCELReturning to |single computer mode! ModemTrying to establish datalink by phone...Press any key to abort!Init Modem...ATZDialing...Answering call...Waiting for call...Sorry no connection established.doedeldideldumhoedelschsdhhfljRemote is using ST low Resolution.Remote is using TT med Resolution.Placing I waitAssigning 1st city to Starting game...Waiting for remote player...Remote is now ready to go on!:-)Remote players have |canceled. |Returning to single |computer mode...Sorry, remote players |use a different scenario! |Returning to single |computer mode... GAME: OF: Init Game Map...Load Scenario File\*.SCNWorldThis File has |a wrong format. |Please use the EDITOR |to convert older scenarios. Sorry, I cannot find |the scenario file! WORLD CONQUEST SETTING FILEbps_rate handshake level color_screenauto_save offsound onenlarged_map_buffer offMore free RAM needed! Sorry, you can |only change colors |in color mode. SAVEGAME.SAVPath: Select Auto Save File\*.SAVCITY LISTSLEEPING UNITSnothingActivating unit...I can't list |something that you |don't have! Press any key to stop viewing!Sorry, that unit |isn't supported by |this feature. Scanning landscape...Player MenuPlayers for this game: CANCEL OK Datalink has been |disconnected!Sorry, remote players |use a different scenario. Remote has canceled. |Returning to |single Computer mode... Save GameDo you really want |to overwrite that |file? SURE | OH NO is being stored to disk.WQ0.6aSorry the file |must have the |extension SAV! Diskerror Access to disk |has been denied! Sorry, this disk |is full! Please remove |write protection! Sorry, this directory |is full! There is already |a game in progress. |Do you really want |to restore an older one? Restore Game is being loaded from disk.Sorry, this is not |a suitable save game |file for this |program. Returning to |single computer game. The path for |the scenario must |be wrong. |Please change it! Look for SELECT DATALINK MODESorry, remote players |restored a different game. |Returning to single |computer mode... has been restored.Set to Division durch NullberlaufQuadratwurzel nur fr|positive ZahlenLogarithmen nur fr|Zahlen grer NullUnbekannter Fehler Speicher voll String zu lang|max. 32767 ZeichenFeld zweimal dimensioniertFeld nicht dimensioniertDim zu groBei Open nur erlaubt:|"I"nput "O"utput "R"andom|"A"ppend "U"pdateFile schon geffnetFile # falschFile nicht geffnetFalsche Eingabe, keine ZahlFileende erreicht|EOFFeld mu eindimensional sein"Zu wenig Data#Data nicht numerisch%Diskette voll0Open "R" - Satzlnge falsch1Zu viele "R"-Files (max. 31)2Kein "R"-File4Fields grer als Satzlnge6GET/PUT Field-String|Lnge falsch7GET/PUT Satznummer falschMenu falsch?Reserve falsch@Pointer falschCASIN/ACOS falschEENDFUNC ohne RETURNPMatrizenoperationen nur fr|ein- oder zweidimensionale|FelderQMatrizen haben nicht die|gleiche OrdnungRVektorprodukt nicht definiertSMatrizenprodukt nicht definiertTScalarprodukt nicht definiertUTransposition nur fr|zweidimensionale MatrizenVMatrix nicht quadratischWTransposition nicht definiertXFACT/COMBIN/VARIAT|nicht definiertZFehler bei Local[Fehler bei For\Resume (next) nicht mglich|Fatal]Stapel-FehlerbBefehl nur ab STE mglichdGFA-BASIC Compiler 3.6 TT D| Copyright 1986-1991|GFA Systemtechnik GmbHf2 Bomben - Bus Errorg3 Bomben - Adress errorh4 Bomben - Illegal Instructioni5 Bomben - Divide by Zeroj6 Bomben - CHK-Exeptionk7 Bomben - TRAPV-Exeptionl8 Bomben - Privilege Violationm9 Bomben - Trace ExeptionAllgemeiner FehlerDrive not Ready|ZeitberschreitungUnbekannter BefehlCRC Fehler|Disk-Prfsumme falschBad Request|Ungltiger BefehlSeek Error|Spur nicht gefundenUnknown Media|Boot-Sector falschSektor nicht gefundenKein PapierSchreibfehlerLesefehlerAllgemeiner Fehler 12Diskette schreibgeschtztDiskette wurde gewechseltUnbekanntes GertBad Sektor (Verify)Andere Diskette einlegenUngltige FunktionsnummerDatei nicht gefundenPfadname nicht gefundenZu viele Dateien offenZugriff nicht mglichUngltiges HandleSpeicher vollUngltige SpeicherblockadresseUngltige LaufwerksbezeichnungKeine weiteren DateienGEMDOS-Bereichsfehler|Seek falsch?Interner GEMDOS-FehlerKein BinrprogrammSpeicherblockfehler ZX4( JhNlP (&4."$," Z*N(f R&\l~&44N ~ 82F&<^rL@28:4f2@,f(D>"ND*&<Zpjj*Rh ndh66H**4|$*f",HzN&(*<|R.>: D>0JB`B.DLdX@@Z* ,\@, Vp&&&f4dt8$2@ldzZ(JN.p,h@6,JN.д>,h@6,(Fl$,\,h@JHtL@vJDTX6$@d TҚ0r~~4"2DD*PP..*4Rr\`tr8FhVh (660 04,D*Xz z8VB882vR ~ T"Z0J PVJfF*2 " hh6^ H$*bZ z<$* "  h &f"6&$ ̨&΄<F*lz06J"0^&$$hP"""$JD$$$( :&<2v&(*^"2pH2FFFx$2<>bFFFF"j >h,>.4\p0"<xl& ~@~ ʼb$LL|<d42 X0 ,h2V&$$&$$*&&&&***,P64444>>>>>4D,> <4"<R|RN*,6&(d2 >*2:rfp$ * f((@4FtL$B 8~  pxV( Guns< entspricht >Use Weapon< bei Artillerie/Schlachtschiff. >Launch SAM< " " bei Flab. >Release Bomb< " " bei Bombern, die Bomben an Bord haben. {/]% !Ia ?12t|CAxYqW_]AV{%>7JvO'Y0腢v'$ډ"\J8' SJ%P  U|:m*\:OɇjKÇTzŽͽi:ScL;):#>Xy^QFaIJpȠ@:{᝻Ž a tjIy5='kq WԹC;B!{UL:V=_2uWX{>c-