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Playing Mac Xconq

Starting a Game

The splash screen gives you four choices: "New", which brings up a list of games; "Open", which allows you to pick a file; "Connect", which will (when it works) allow you to pick a game to join; and "Quit", which lets you escape.

Usually you will want to choose "New", which brings up a dialog listing all the games. You can select one and see a brief description of it.

You can also load a game from a file by choosing "Open". This just uses the standard Mac file-opening dialog. You restore a saved game this way. You can also open from the Finder by double-clicking on the file's icon.

Loading a Game

Whether you've chosen from New Game or Open Game, Xconq will go through a loading process, which may take a while if the game is large or complicated.

You may get some warning alerts, which are often benign (such as an inability to find some images), but others are indicative of disaster ahead. If you see one and continue anyway, don't be surprised if the game goes up in a cloud of smoke later!

Choosing Variants

If the game includes any "variants", you will then get a dialog with assorted buttons and checkboxes to choose from. For instance, some games let you choose whether the whole world is visible when you start, or what kind of scoring system to use.

Different games have different variants, but there are several used by many games.

The "World Seen" checkbox, when set, makes the whole world seen right from the beginning of the game. This only affects the initial view, and you will only see some types of units belonging to other players, such as their cities.

The "See All" checkbox makes everything seen all the time, right down to each occupant of each unit of each side. This makes Xconq more like a boardgame, where little or nothing is secret.

The "World Size" button brings up a dialog that you can use to change the dimensions of the world in everybody will be playing. In Xconq, the available area of the world is either a hexagon, or a cylinder wrapping entirely around the world. Click or drag within the display area of the dialog to select an approximate size, or type in the text boxes. You get the cylinder by setting the circumference equal to the width of the area. See the generic player's manual for more details about world size and shape, and be aware that it's very easy to select a world that is much too large for reasonable play (the default of 60x30 is a medium-sized game; 200x100 is enormous!)

The "Real Time" button brings up a dialog that you can use to set realtime countdowns. You can limit both the total time allotted to a game, to each turn, and/or to each side.

Player Setup

The player setup window shows the sides that will be in the game and who will play each side. As with the variants, you will often just want to accept it (click "OK"), since the game's designer usually sets the defaults reasonably.

If you want to change the setup, you first need to understand the current set of sides and proposed players. Each entry in the list of sides starts off with the side's emblem (if it has one), followed by the name of side, then in italics, some information about the player, and then the initial advantage for the player. You, the person sitting in front of the screen, is described as "You", while players that are actually run by the computer are described as "AI mplayer", "AI" being short for "artificial intelligence" (In some games, a player may be a specialized AI, named name, in which case it will be described as "AI name".)

In games that allow you to have more than the default number of sides, you can just click the "Add" button. All the other controls require you to have selected a side/player pair. You can do this by clicking anywhere in one of the boxes describing the side/player pair, which will be highlighted in response.

The `Computer' button toggles the AI for that side. You can add an AI to any side (including your own side; more on that later). You can also remove the AI from any side; a side with no AI and no human player will just sit quietly and do nothing throughout the entire game.

If you don't like the side you're on, you can use the `Exchange' button to switch. The ordering of the sides is fixed, so exchange just exchanges players between the currently selected side/player pair and the next one. It can take a little experimentation to get the hang of using this, but you can generate any arrangement of players using a combination of selection and exchange.

Final Setup

When you have OKed all the setup dialogs, Xconq will finish setting up the game. For some games, this will take quite a while - Xconq generates random terrain, positions countries so that they are neither too close nor too far apart, and does many other things to set up the game, so just kick back and watch the progress bars.

Once everything is set up, Xconq then opens up the game window, the instructions window, and one map window for you. The map shows you terrain with different patterns, and your playing pieces (units) with small pictures.

Note that some Xconq games allow the AI either to act first, or to start acting as soon as the windows come up. You may even find yourself being attacked before you know what's happening! This is a feature; the AI isn't good enough to afford to give you any breaks.

Playing a Game

The basic pattern of play is to find a unit in a map or list window, click once to select it, and then pick commands from the `Play' menu. There is also an "auto-select" mode that does the selection for you and interprets mouse clicks as movement commands; Xconq actually starts up in this mode.

You can select units by clicking on a unit, shift-clicking a group, dragging out a selection rectangle, or by using Command-A to select all units. A selected unit is indicated by an outline box - solid black to indicate that it can move, dark gray to indicate that it cannot move, and gray to indicate that it cannot do anything at all (at least during this turn; some types of units may only get to do something once in a while). If clicking on a unit image doesn't have any effect, then it's not a unit that belongs to you.

To move a selected unit, drag the selected unit to its desired new location. The unit might not move right away if it doesn't have the action points, but it may get some in the next turn. To move all selected units, do Command-click on the desired location and all of them will attempt to move there.

To shoot at another unit, you can position the mouse over the desired target, type 'f', and all selected units will attempt to fire. This works even if all units are selected, so you can call down considerable destruction with 'f'! If the target is too far away, nothing will happen.

To find out more about a unit, pick "Closeup" from the "Play" menu or do Command-I. This brings up a window that shows all kind of data about a single unit. You can leave this window up and it will always be kept up-to-date.

To jump ahead to the next turn, do the menu command "End Turn" or <return>. You may have to do this if some of your units still have action points, but not enough to do any of the things you want them to do.

The Game window (Command-1) shows the status of all the sides in the game. The window shows both the emblem (if available) and name of each side. A small computer icon indicates that an AI is running the side, while a face icon indicates your side's relationship with the side (smiling means friend/ally, frowning means enemy, flat expression means neutral).

Each side also has a progress bar that shows how many actions its units have left to do.

Menus

This section describes all the menus.

File Menu

The File menu includes the usual sorts of commands that all Mac programs share.

New Game
Brings up the new game dialog.
Open Game
Brings up a standard file dialog. Xconq will assume the selected file to be a game definition and attempt to load it as such.
Connect
Use the Connect item to join in a game that is already running elsewhere. (Not implemented yet.)
Save
Saves the game to a file.
Save As
Saves the game to a file, with a name chosen from a dialog that pops up.
Preferences
Brings up a dialog that you can use to select various options. [need to describe preferences]
Page Setup
Print Window
Prints the front window.
Quit
Leaves Xconq.

Edit Menu

Note that there is no Undo. Hey, this game is a life-or-death struggle, and you may have noticed that you don't get an Undo in real life either...

Cut
Copy
Paste
Clear
These are not normally enabled, but if a text entry window is up, then you can use these in the usual way. Examples of text entry include the command input dialog and the construction run length item in the construction dialog.
Select All
Selects all units that you are currently allowed to select. Most commands will operate on multiple unit selections, so this is a powerful (and therefore dangerous) option. For instance, if you select all units then put them all to sleep, nobody will do anything at all.
Design...
The Design item is for access to game designer tools. You cannot use these during a normal game; you will be asked to confirm that you want to design, and if so, Xconq will change all the windows appropriately and bring up a special designer's palette. This is a one-way activity; once somebody in the game becomes a designer, all players will be notified and computer-run players will no longer bother to play. (In case it's not obvious, this is because it's too easy to cheat using the designer's powers.)

Find Menu

This menu is for various kinds of searching.

Previous Actor
This item selects the previous unit that can do actions.
Next Actor
This item selects the next unit that can do actions.
Location
Unit by Name
Selected
This item scrolls the most recently-used map over to show the selected unit in a list.

Play Menu

This menu is the main set of commands that you can give to individual units. When you specify one of these, the units affected will be whatever is selected in the window. If the window is of a type that does not have selected units (such as a help window), then the items on this menu will be disabled.

Closeup
This items opens closeups (see below) of all the selected units.
Move
Patrol
Return
This item directs the selected units to return to the closest place where they can replenish supplies that have been used up. If the unit has been damaged, it will also look for places to get repairs.
Wake
Wakes up the selected units.
Sleep
Puts the selected units to sleep.
Reserve
Puts the selected units into reserve.
Build
Brings up the construction window and selects the first of the selected units that can do construction.

Side Menu

This menu is for overall control of the side you're playing.

Sounds
Enables or disables sound effects.
AI
This is a submenu that lists the possibilities for AIs to run the side for you. Select the name of an AI to have it decide units' moves for you. If you select `None', then the AI will shut itself off and return the units it was controlling to your control.

Windows Menu

This menu is for the creation and arrangement of windows.

Game
This item brings up the game window.
Notices
This item brings up the notices window. Notes are messages about things that are happening in the present. It has a limited capacity (32K of text), so old notices eventually disappear.
History
This item brings up the history window. The history is a complete record of important events.
Construction
Brings up the construction window. Unlike the "Build" item under "Play", the window will not be put away after you have requested construction.
Command
This item creates or brings forward the command entry window. The command 'o' has the same effect.
New Map
Create another map window.
New List
Create another list window.

The rest of the menu lists the windows that are currently open. You can select a menu item to bring its corresponding window to the front.

View Menu

The View menu gives you control over the appearance of the window you're currently looking at. Each kind of window that has any view controls will have a different view menu. Currently only map and list windows have view menus. Each window has its own view settings, although you can set defaults for new windows from the preferences. You can find the descriptions of each view menu's items under the description of its window, below.

Windows

Mac Xconq lets you have many windows open at once. Each type has its own specialized functionality.

[mention new history and notice windows]

Map Windows

A map window gives you an overhead view of some part of the Xconq world. As you might expect, you can scroll around to look at different parts. You can also zoom in and out using the small zoom icons in the lower left corner; zooming in ("closer mountains" icon) makes the cells larger, while zooming out ("farther mountains" icon) makes the cells smaller, so you can see more of the world. You can zoom way in or out!

The optional "top line" of the map window supplies you with information about what the cursor is currently over, plus the current game date.

The map control panel is along the left side. At its top is the auto-select/move-on-click button. Below that is a set of find-next/previous buttons. The next set of buttons is controls for how the map will be displayed. These behave identically to the map's View menu items.

Map View Menu

Since maps are the main interface to Xconq games, you have many options for controlling their appearance.

Closer
This item increases the magnification of the map, which draws units and cells larger. This is useful when many units are stacked in a cell or transport unit.
Farther
This item decreases the magnification of the map, which draws things smaller and with less detail, but you can see a larger area at once, which is useful for strategic planning.
Set Mag
This submenu allows you to select a magnification directly. The numbers indicates the approximate size in pixels of the icons. Units generally become unrecognizable at less than 16x16.
Angle
This submenu allows you to select an angle at which to view the map. Choices are 15 degrees, 30 degrees, and 90 degrees (overhead).
Names
Elevations
This item controls the display of contour lines indicating elevations.
People
This item controls the display of which cells' people belong to which sides.
Weather
This is a submenu that includes controls for the display of temperature, clouds, and winds.
Materials
This is a submenu that includes an item for each type of material that a cell might have in it.
Terrain
This is a submenu that includes toggles for the display of each border and connection type.
Daylight
This item controls whether the display is darkened for those cells that are dark.
Coverage
This item controls whether view coverage is displayed. Cells with no view coverage by any units are darkened.
Grid
This item controls whether the grid separating cells is shown.
Top Line
This item controls whether the top line of the map is displayed or hidden.
Unit Info
This item controls whether the unit info at the top of the map is displayed.
Other Maps
This item controls whether outlines of other maps are drawn on the map.
Font Size
[not yet implemented]

Game Window

The game window shows you the turn number or date of the current turn, as well as any realtime clocks that may be counting down, and a list of all the sides. For each side, you see its name, the emblem for that side, a progress indicator, and icons indicating the side's attitude and whether it is being played by the computer. You may also numbers indicating scores and/or real time remaining.

The progress bar shows how much movement a side has done during the turn. This usually goes down during the turn, but because it indicates a percentage rather than an absolute number of actions, the percentage may go up sometimes. For instance, if some of your units that have already acted are captured, then the percentage goes up because the total number of actions has gone down! A gray bar indicates that the side has finished all movement for this turn. There may also be a dashed vertical line in the bar, which indicates the percentage of units that are asleep or in reserve. Note that a player can always wake up sleeping or reserve units at any time before the end of the turn.

List Windows

A unit list window just lists all the units, one line each. This is useful for getting a more organized look at your assets. A unit listing shows the icon for the unit, its name and type, action points, hit points, supply, etc.

You can create more than one list window.

If you select a unit in the list and then choose Find Selected from the the Find menu, then a (randomly selected) map will be scrolled over to that unit.

List View Menu

List view controls typically either affect what will be listed, or the sorting of the list. There is also an item to control the size of the unit icons.

by Type
by Name
by Side
by Acting Order
by Location
with Transport
with Commanders
Larger Icons
This item controls the use of larger (32x32) or smaller (16x16) icons for displaying units graphically.

Unit Closeup Windows

For any unit, you can create a closeup window. This window supplies full details on the unit.

Construction Window

You use the construction window to control the construction of new units. The window comes in two parts; the left side is a list of all the units that can do construction, while the right side is a list of all the types that can be constructed.

Instructions Window

The instructions window is the basic info about what game you're playing and what you're supposed to do. Many game designs have few or no instructions. There is a Help button that just brings up the help window, for convenience.

Help Window

Xconq's help information is organized into a list of topics. When you first open the help window, you will see the list, and a row of buttons. To look at a specific topic, just click on it.

The "Topics" button goes straight to the list of topics, while the "help" button shows you the topic describing the help system itself. "Prev" and "Next" buttons take you through the topics in order, while "Back" goes to the last topic you looked at.

Keyboard Commands

Mac Xconq understands all the single-character and long-name commands that are defined for Xconq in general. In addition, it also defines Mac-specific commands:

C-[ escape Escape character. This is implemented as a command, but in practice, it is a way to escape from interaction modes.

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