games-request@tekred.TEK.COM (07/13/87)
Submitted by: "Stanley T. Shebs" <shebs%orion@cs.utah.edu> Comp.sources.games: Volume 1, Issue 90 Archive-name: xconq/Patch1 [I blew it and posted the old version of the xconq.nr file. Here is a diff for the corrections the author sent me. Just run this file thru patch(1) to get an updated doc file. -br] *** xconq.nr.orig Thu Jul 9 11:08:40 1987 --- xconq.nr Mon Jul 13 09:06:06 1987 *************** *** 138,167 **** .PP Xconq comes with some predefined maps covering particular areas or historical periods. To date, the following have been defined: ! .IP 8 ! .B earth2 The entire earth at about a 2 degree per square scale, going to 60 North and 60 South, thus it is 180x60. The cities are most of the important cities of the world, but some significant towns/bases are missing. ! .IP 8 ! .B earth1 The earth at a 1 degree scale, resulting in a huge 360x120 map with over 350 cities and towns. This one is great to look at, but very time-consuming. It is the basis for several scenarios. ! .IP 8 ! .B europe Europe from Norway to North Africa at about a 1/2 degree scale (50 km squares). The towns are those of from about 1800. ! .IP 8 ! .B rome The same map of Europe, but with Roman towns. ! .IP 8 ! .B greece The whole Eastern Mediterranean world is included, as far as Rome in the west and Persia in the east. The town and cities are about correct for 300 B.C., in the middle of the Hellenic Age. ! .IP 8 ! .B pacific The southern and western Pacific region, from India to Hawaii. At present, this one needs considerable editing (for instance to include Japan!). .SH --- 138,161 ---- .PP Xconq comes with some predefined maps covering particular areas or historical periods. To date, the following have been defined: ! .IP earth2 8 The entire earth at about a 2 degree per square scale, going to 60 North and 60 South, thus it is 180x60. The cities are most of the important cities of the world, but some significant towns/bases are missing. ! .IP earth1 8 The earth at a 1 degree scale, resulting in a huge 360x120 map with over 350 cities and towns. This one is great to look at, but very time-consuming. It is the basis for several scenarios. ! .IP europe 8 Europe from Norway to North Africa at about a 1/2 degree scale (50 km squares). The towns are those of from about 1800. ! .IP rome 8 The same map of Europe, but with Roman towns. ! .IP greece 8 The whole Eastern Mediterranean world is included, as far as Rome in the west and Persia in the east. The town and cities are about correct for 300 B.C., in the middle of the Hellenic Age. ! .IP pacific 8 The southern and western Pacific region, from India to Hawaii. At present, this one needs considerable editing (for instance to include Japan!). .SH *************** *** 503,545 **** being prompted about. .br Commands to give units orders include: ! .IP 5 ! .B s Sentry; unit "goes to sleep", only wakes up by explicit command or when enemy or transport passes by. ! .IP 5 ! .B w Wake up; all units in the same square as the current unit have their orders canceled (whatever they were) and will ask about their next orders (not always immediately). ! .IP 5 ! .B W Wake all; wake ALL units up. ! .IP 5 ! .B R Random; unit moves randomly for awhile. It will wake up if conditions are crowded and it can't find a valid move. ! .IP 5 ! .B d Disband; unit disbands and disappears from game. Morale loss if the unit was not in or next to a friendly city. ! .IP 5 ! .B r Return; unit returns to nearest city or transport by shortest route. Most useful for fighters, but works with any unit. ! .IP 5 ! .B c Construct; build a base. Unit will ignore enemies passing by, but will wake up if attacked(?). At end of construction time, unit will disappear (they are the new base's garrison) and base will appear, with a machine-synthesized name attached. ! .IP 5 ! .B f Follow leader; follow another unit. Each turn the unit attempts to move towards its given leader, and wakes up if it actually tries to move onto the leader. ! .IP 5 ! .B F Follow coast; follow a coast line. This can be applied to any unit, although the unit will immediately wake up again if it is not next to some sort of terrain that it cannot move into. --- 497,530 ---- being prompted about. .br Commands to give units orders include: ! .IP s 6 Sentry; unit "goes to sleep", only wakes up by explicit command or when enemy or transport passes by. ! .IP w 6 Wake up; all units in the same square as the current unit have their orders canceled (whatever they were) and will ask about their next orders (not always immediately). ! .IP W 6 Wake all; wake ALL units up. ! .IP R 6 Random; unit moves randomly for awhile. It will wake up if conditions are crowded and it can't find a valid move. ! .IP d 6 Disband; unit disbands and disappears from game. Morale loss if the unit was not in or next to a friendly city. ! .IP r 6 Return; unit returns to nearest city or transport by shortest route. Most useful for fighters, but works with any unit. ! .IP c 6 Construct; build a base. Unit will ignore enemies passing by, but will wake up if attacked(?). At end of construction time, unit will disappear (they are the new base's garrison) and base will appear, with a machine-synthesized name attached. ! .IP f 6 Follow leader; follow another unit. Each turn the unit attempts to move towards its given leader, and wakes up if it actually tries to move onto the leader. ! .IP F 6 Follow coast; follow a coast line. This can be applied to any unit, although the unit will immediately wake up again if it is not next to some sort of terrain that it cannot move into. *************** *** 548,559 **** to impassable terrain (thus armor might use this command to go around a mountain range or forest). Because the terrain is in discrete squares, it is possible for the unit to get confused and end up going in a circle. ! .IP 5 ! .B Space Sit; unit goes on sentry duty for exactly one turn, and will ask for a move in the next turn. Useful for waiting one or two turns. ! .IP 5 ! .B e Embark; put a unit in a city onto a random transport in the same city. This is useful when you don't want to move transport or unit out of the city just for the --- 533,542 ---- to impassable terrain (thus armor might use this command to go around a mountain range or forest). Because the terrain is in discrete squares, it is possible for the unit to get confused and end up going in a circle. ! .IP Space 6 Sit; unit goes on sentry duty for exactly one turn, and will ask for a move in the next turn. Useful for waiting one or two turns. ! .IP e 6 Embark; put a unit in a city onto a random transport in the same city. This is useful when you don't want to move transport or unit out of the city just for the *************** *** 561,577 **** .LP Commands for cities must be given when the unit cursor is over the city of interest. This can be done in any mode. ! .IP 5 ! .B P Set city production; will ask for a type of unit and then set city to produce that unit. Any partial production will be discarded. If the new type is the same as the old type, nothing happens. ! .IP 5 ! .B I Idle; cancel production for the given city and leave it idle for as long as the prefix says (default 100). ! .IP 5 ! .B O Set standing orders; will ask for type of unit, type of orders, any necessary parameters (depends on type of order), and a repetition which defaults to the usual value. When any unit of the appropriate type is --- 544,557 ---- .LP Commands for cities must be given when the unit cursor is over the city of interest. This can be done in any mode. ! .IP P 6 Set city production; will ask for a type of unit and then set city to produce that unit. Any partial production will be discarded. If the new type is the same as the old type, nothing happens. ! .IP I 6 Idle; cancel production for the given city and leave it idle for as long as the prefix says (default 100). ! .IP O 6 Set standing orders; will ask for type of unit, type of orders, any necessary parameters (depends on type of order), and a repetition which defaults to the usual value. When any unit of the appropriate type is *************** *** 582,596 **** Commands for modes. There are only two defined at present: move mode (the default) and survey mode. Most commands other than movement work the same in both modes. ! .IP 5 ! .B z Survey mode; toggle into/out of survey mode. In survey mode, movement pushes a cursor and allows you to look at things. Also, most commands are available, for instance, to give a unit new orders or to set city production. .LP Commands for game control. ! .IP 5 ! .B M Message; send a message to another side. The side is specified by giving its number as a prefix to the command. You may type in a message up to the length of the prompt window. Backspace is available, but no text cursor will --- 562,574 ---- Commands for modes. There are only two defined at present: move mode (the default) and survey mode. Most commands other than movement work the same in both modes. ! .IP z 6 Survey mode; toggle into/out of survey mode. In survey mode, movement pushes a cursor and allows you to look at things. Also, most commands are available, for instance, to give a unit new orders or to set city production. .LP Commands for game control. ! .IP M 6 Message; send a message to another side. The side is specified by giving its number as a prefix to the command. You may type in a message up to the length of the prompt window. Backspace is available, but no text cursor will *************** *** 597,613 **** be visible. When a newline is entered, the message is sent immediately to the destination (of course, no reply will be possible until the other side's turn). ! .IP 5 ! .B X Resign; resign from the game. The effect is the same as losing, except that the system messages are ruder. ! .IP 5 ! .B Q Quit; terminate the game for everybody. This one asks for confirmation. Note that although this can be used even in multi-human games, applying it without prior consent of the other players is definitely anti-social! ! .IP 5 ! .B S Save game; record most of the state into a file. Some things are missing, such as the current statistics. The saved game is ASCII and unprotected, so it's possible to "checkpoint" games and engage in other kinds of cheating. --- 575,588 ---- be visible. When a newline is entered, the message is sent immediately to the destination (of course, no reply will be possible until the other side's turn). ! .IP X 6 Resign; resign from the game. The effect is the same as losing, except that the system messages are ruder. ! .IP Q 6 Quit; terminate the game for everybody. This one asks for confirmation. Note that although this can be used even in multi-human games, applying it without prior consent of the other players is definitely anti-social! ! .IP S 6 Save game; record most of the state into a file. Some things are missing, such as the current statistics. The saved game is ASCII and unprotected, so it's possible to "checkpoint" games and engage in other kinds of cheating. *************** *** 619,626 **** effect of you switching sides with the machine. .LP Information commands. ! .IP 5 ! .B ? General help; show a summary of commands. This list is generated directly from the command table, so it shows exactly the commands available. Help is available in either mode and at any time when a unit is being --- 594,600 ---- effect of you switching sides with the machine. .LP Information commands. ! .IP ? 6 General help; show a summary of commands. This list is generated directly from the command table, so it shows exactly the commands available. Help is available in either mode and at any time when a unit is being *************** *** 627,652 **** prompted to move. Some specialized prompts (such as for unit type) will also recognize '?', and will supply more details about possible answers to the prompt. ! .IP 5 ! .B / Identify; display a short phrase indicating what is being seen in the square at the current cursor position. This works in all modes, and is useful for deciphering unusual colors or icons. ! .IP 5 ! .B = List the characteristics of a type of unit. It will prompt for the type, then format all the period-specific details into a semi-readable summary. To get a hardcopy of this, use '+'. ! .IP 5 ! .B + Write all the characteristics of all unit types into a file "parms.xconq". This file may be printed, and is very useful for learning about a period. ! .IP 5 ! .B V Version; display the current version and other useless information. Be sure to include the version number when reporting bugs. ! .IP 5 ! .B ^R, ^L Redraw the screen. Redrawing happens automatically most of the time. Keep in mind that xconq is a single program, despite opening multiple screens, and attempts to redraw will be ignored until your turn comes --- 601,621 ---- prompted to move. Some specialized prompts (such as for unit type) will also recognize '?', and will supply more details about possible answers to the prompt. ! .IP / 6 Identify; display a short phrase indicating what is being seen in the square at the current cursor position. This works in all modes, and is useful for deciphering unusual colors or icons. ! .IP = 6 List the characteristics of a type of unit. It will prompt for the type, then format all the period-specific details into a semi-readable summary. To get a hardcopy of this, use '+'. ! .IP + 6 Write all the characteristics of all unit types into a file "parms.xconq". This file may be printed, and is very useful for learning about a period. ! .IP V 6 Version; display the current version and other useless information. Be sure to include the version number when reporting bugs. ! .IP "^R, ^L" 6 Redraw the screen. Redrawing happens automatically most of the time. Keep in mind that xconq is a single program, despite opening multiple screens, and attempts to redraw will be ignored until your turn comes