home *** CD-ROM | disk | FTP | other *** search
- Lore of Conquest
- ----------------
-
- COPYRIGHT NOTICE: (required legalese)
- Conquest is Copyright © 1988-1991 by W. Michael Bryant
- All rights reserved.
-
- This software is distributed as Shareware. This means that if you find
- this program enjoyable, you should register a copy of the program. Users
- who register will receive an update to the current version of the program.
- Registration fees will encourage me to continue to add new features also :)
-
- If you wish to distribute this program "Commercially", (AX Magazine's best
- of PD, Amazing Tech are some examples that come to mind), please have the
- courtesy to contact me before including my program on your disk.
-
- BBSs, Computer Clubs, and "Distribute for cost of disk" organizations such
- as Fred Fish may freely distribute this program provided that all files
- (Conquest, Conquest.info, Conquest.doc) are included and unmodified.
-
- This software is provided AS IS. No warranties or guarantees
- are expressed or implied. Michael Bryant cannot be held
- responsible for ANY problems arising from the use of this
- software; use at your own risk.
-
- Ah, now that is over...
-
- QUICK START:
- For those of you who don't want to wade through this text file,
- here's the basics of the game. To start, just type CONQUEST.
-
- The object of the game is to conquer planets. The more planets you
- own, the income you receive. With this income you can build a variety
- of ships with which you can conquer more planets.
-
- The catch? You opponent is doing exactly the same thing on the other
- end of the galaxy.
-
- =======================================================================
- *** Please see the end of this file for the latest update notes ***
- =======================================================================
-
- BACKGROUND:
- This program has been in the works for quite some time now. It was
- originally inspired by a program on the Radio Shack CoCo. My first
- version of this program was called Conquest and was written in BASIC
- in the Spring of 1983. The next version ran on a DEC PDP 11/45 a
- year later. After much procrastinating, I finally created this
- version on the Amiga. The program has grown quite a bit since its
- first conception. Unfortunately, it has taken so long to get this
- program done for the Amiga that other games called CONQUEST have
- sprung up. For a while, this game was renamed to "Dominion", but that
- still didn't feel quite right. For now the game is called
- "Lore of Conquest", if there are any suggestions for names, let me know.
-
- It seems that all other "Conquest" games have died out. Oh well, even
- though the name is "Lore of Conquest", it will always be known as Conquest
- for me. :D
-
- *********************************************************************
- Special thanks to John Nowak who created the original version of the
- combat system for Conquest.
- *********************************************************************
-
-
- INTRODUCTION:
- Conquest is a war game similar in concept to the board game Risk.
- You are the lord of an entire world, destined to rule the galaxy.
- Some worlds are virgin fruits, ready for you to colonize. Some
- worlds have natives who do not wish to accept your rule, these you
- must conquer for they will yield more valuable resources. As you
- claim the galaxy you will find that you are not the only one extending
- your dominion. This is a two-player game. Be prepared to defend
- yourself and take what is yours!
-
- ----------------
-
- The following instructions give only a brief description of game
- play. Experiment with the program and find out how the program
- runs and what strategies will lead you to victory!
-
- PLAYING THE GAME:
- Lore of Conquest is a two player game where each player secretly enters
- their moves for each turn. When it is started, you are asked for
- each player's name and the number of turns you wish to play. A few
- additional items are also available, but they will be described
- later in this file.
-
- Next, the galaxy map will be displayed and each player will be asked
- to select their home world. Available worlds will be outlined. Select
- your home world by clicking on the letter of the world.
-
- The game has now started. At the beginning of each turn you will be
- displayed your income for the turn. You earn income for each world
- that you control. Each world has a class value assigned to it. The
- higher the class, the more income the world generates. A home world
- is a minimum of class 7.
-
- After closing the income window you will see the galaxy map and command
- window. On the galaxy map you will see the first letter of each
- planet's name, and a number or a question mark next to it. The
- number indicates the class of the world. A question mark indicates
- that the world has yet to be explored.
-
- You need ships in order to explore and conquer other worlds. Select
- "Buy Ships" from the command window. The following are the types
- of ships available:
-
- Scout - Fastest ship. Non-combative. Flies past one
- or more worlds, to gather information on each.
-
- Cruiser - Fast ship. Average fighter, but cheap.
-
- MissileShip - Average speed. Excellent fighter but must
- wait to reload so can only attack every other turn.
-
- Dreadnought - Big, slow, awesome battleship. Best fighter,
- best defender.
-
- Railship - Slowest. A High-Tech piece of hardware.
- A huge flying cannon that will automatically
- destroy one other ship in reverse order.
- ** More on this later.
- This ship can only be build by a home world of
- class 8 or higher.
-
- Ships will be built on your current home world. Higher tech level
- planets will allow you to build ships more inexpensively. Class 8
- home worlds get a 15% discount on cost and allows you to build Railships.
- Class 9 home worlds get an additional 15% discount on ships and allows
- you to build Stargates.
-
- Scouts (spies sneaking about...)
- Scouts can scan multiple planets before finally landing on one.
- They can be invaluable for keeping track of enemy fleets. Note
- that scouts attempt to scan a planet without being detected. The
- more ships present on a planet, the more difficult it is to pass
- undetected. If your scout is detected, it will be destroyed. If
- an enemy scout is detected attempting to scan one of your worlds,
- it will be destroyed before making a report.
-
- GALAXY MAP (The window to the universe)
- The Galaxy map is used to display the location and state or each of the
- 26 planets in the universe. The first letter of the planet along with
- the class of the planet is displayed for each planet. If a planet has
- not been explored, the class will be displayed as a question mark.
-
- Map Modes
- Conquest offers several different viewing modes for the galaxy
- map. You can view planets based on the strength of the fleets
- occupying the world, or based on when ships already in flight
- arrive at a world. Strengths and times of arrival are coded
- to particular colors. From strongest to weakest or from
- soonest to latest the colors range:
- Red, Orange, Yellow, Brown
-
- Note that strength of unowned planets is only based on Intelligence
- reports which may not be entirely accurate (Up to date).
-
- There is an option to switch the viewing mode of the Galaxy map from
- planet strength to ship arrival. The 'F' key will display the map
- in the same colors as the planet strength option, but the colors
- refer to ship arriving Next turn (Red), 2 turns (Orange), 3 turns
- (Yellow), or some time in the distant future (Brown). To restore
- the Planet Strength viewing mode press the 'N' (normal) key.
-
- If there is a stargate on a planet that you own, the letters will be
- displayed in White.
-
- The map will also indicate the type of Battle Report if there is one
- for a planet on the current turn, a colored square will appear around
- the planet. The colors mean the following:
- White = Victory / Re-enforcements / Colonization
- Blue = Rebellion
- Green = Scouting Report
- Cyan = Battle Loss
- Yellow = Battle in progress
-
- Each of the planets is actually a gadget. When you wish to select a
- planet for input, such as selection source and destination for fleets,
- click on the planet.
-
- PLANETS (your neighborhood.)
-
- In Conquest there are a total of nine different classes of planets:
- Class 1, 2, and 3 supply raw materials and generate a modest income.
-
- Class 4, 5, and 6 supply ample materials and labor. These planets are
- often inhabited by native who really aren't thrilled to work for you.
- From time to time they may try to rebel and destroy the ships that
- guard the planet. Persevere! These planets generate a generous
- amount of income that will speed your way towards victory.
-
- CLass 7, 8, and 9 are home worlds. In addition to generating large incomes,
- they allow you to build ships. It is advantageous to own more than one
- home world should you suddenly find one occupied by an opponent. Class 8
- planets give a 15% discount on building ships. Class 9 planets give
- an additional 15% discount.
-
- NOT HAPPY WITH YOUR PLANET? CHANGE IT!
-
- You can change the class level of planets two ways:
-
- The Upgrade command allows you to spend income to increase the class
- of a planet. The cost of upgrading a planet is as follows:
-
- New Class Credits
- --------- -------
- Class 2 : 20
- Class 3 : 25
- Class 4 : 55
- Class 5 : 90
- Class 6 : 110
- Class 7 : 200
- Class 8 : 300
- Class 9 : 400
-
- The increase of income of the new class will pay for the upgrade in
- ten turns for a class 2, 12 for a class 3, 14 for a class 4, etc.
- Classes 7, 8, and 9 are the exceptions, but there are other
- significant advantages such as the ability to collect income and build
- ships from these planets.
-
- The Scrap command will reduce the class level of planet by one. Doing
- this will strip the planet immediately and you will receive income worth
- approximately half required to upgrade it. It takes time a few turns to
- scrap a planet. Even though you receive the income immediately, you will
- not be allowed to scrap the planet again for a few turns. Higher class
- planets require longer periods to scrap. You can only scrap planets
- that you own. (Of course!) If the planet that you wish to scrap has a
- stargate on it, you will be asked if you with to scrap the stargate.
- Doing so will gain you 75 credits. The scraping of a stargate will not
- affect ships already in flight to the stargate.
- NOTE: Capturing enemy planets deep in enemy territory and scrapping
- them is known as Raping. Guaranteed to annoy!
-
-
- TRAVEL (getting around the neighborhood...)
-
- Send ships to other planets using the "Launch Fleet" command. Fleets
- of ships will only move as fast as the slowest ship. The distance between
- two planets is displayed at the bottom of this requester. There is also
- a Distance command under the Planet menu. (This is activated by the 'D'
- key.) Ships, from fastest to slowest are Scouts, Cruisers, MissileShips,
- Dreadnoughts, and RailShips.
-
- Scouts are not considered part of a fleet and may be launched by using
- the menu "Launch Scout" command under the Ships menu.
-
- STARGATES (I was going HOW fast???)
-
- A stargate is a device that allows fleets to travel at great speeds to
- specific locations. A ship that enters one end of a stargate will
- emerge from the other end three turns later. This is true regardless of
- the distance or type of ship. Note that in order to use a stargate,
- both source AND destination planets must have a stargate, and you must
- own both. Stargates may only be built when you own a Class 9 home world
- and cost 100 credits each.
-
-
- COMBAT (how to take what SHOULD be yours...)
-
- When more than one enemy fleet is present on a planet, combat occurs.
- The offensive capabilities for the entire enemy fleet are compared to
- the defensive capabilities of your fleet. This determines how many
- casualities you will sustain. Casualties will consist of a number of
- ships that you will lose. Note that the with this system, in order to
- simplify matters, ships are considered either completely intact or
- destroyed. Casualties will be first removed from ships in the following
- order:
- Cruisers, MissileShips, Dreadnoughts, Railships
-
- This means that all casualties will be taken from cruisers until none
- are left, then from missileships, and so forth.
-
- Railships are a special case. These ships can attack from long range
- and destroy a ship with a single shot from their massive cannon. These
- ships can only fire once a turn but destroy ships in the reverse order
- of normal casualties:
- Railships, Dreadnoughts, MissileShips, Cruisers
-
- This means that after one turn of combat only one side will still have
- any railships in combat. These ships can be an extreme strategic
- advantage, but are also the slowest traveling ships.
-
- Planets of class 4, 5, or 6 will have natives. These natives when left
- alone will slowly build ships of their own. Class 4 and 5 can only build
- cruisers. Class 6 planets can build missile ships as well. A player
- discovering a class 6 planet late in the game might find a mighty native
- fleet to contend with!
-
- NOTE: Scouts are non-combative ships. This means that they have no
- means of attacking or defending themselves. If they ever enter
- a conflict with other combative ships, they will be destroyed.
- It is not possible to colonize a planet with a scout since this
- type of ship is essentially a scanner with HUGE engines, unmanned.
-
-
- INCOME (what you need to buy those neat toys...)
-
- All planets generate income each turn. If you own the planet, you get
- all the income stored for the planet. It is therefore a stategic
- advantage to conquer the natives before your opponent does. The
- income generate by a planet is directly related to the class of the
- planet. The higher the class, the more income generated. There is
- a larger increase in income between 3 to 4, and 6 to 7.
-
- Note that a class six planet sitting in the corner of the map may
- have over 100 credits stored up after several turns if no one owns it.
- If no one is there to collect income, natives may use some of these
- funds to build up their own fleets, especially when defending their planet!
-
-
- REBELLIONS (Natives don't play nice...)
-
- Natives are not especially thrilled to have your fleets occupy their
- worlds by force. Planets with a class of 4, 5, or 6 will rebel against
- your forces from time to time. When a rebellion occurs, you may lose
- some ships. Ships are lost in the same order as in normal combat.
- You can lessen the frequency of the rebellions by keeping a large
- force on the planet to intimidate the populous. Though rebellions will
- be less frequent, they will still eventually occur. To forever end
- rebellions, you must either scrap a planet down below class 4 or upgrade
- it above class 6.
-
-
- INTELLIGENCE (Is there such a thing? YES!)
-
- As the game progresses, you will receive Battle Reports informing you
- about the results of various planetary events. These reports will be
- saved in an Intelligence database. This database will keep the last
- three reports that you have for each planet. With this you can carefully
- plan your attacks, guaranteed for victory.
-
-
- TALLY (Checking your progess towards Meglomania.)
-
- The menu command Tally allows you to see how much of the universe you
- occupy. It will inform you the percentage of planets you control, as
- well as the percentage of planets based on Class level that you own.
- It also will display the total number of ships that you have purchased,
- are on planet, in flight, or destroyed. With this you are able to
- monitor your progress in the game and refine your playing strategies.
- The score associated with the Tally command is provided to decide a
- winner when the game is a draw. The score is a combination of the
- planets owned and ships currently owned. Planet class is heavily weighted
- in the calculation of the score.
- Score = (# Ships * Cost) / 10 + (Planet Class * Planet Class * 10)
-
-
- MAIL (Taunting service...)
-
- A mail system is available to send messages between players. Note that
- mail messages are always delivered the next turn. This means that when
- Player 1 enters a message to Player 2 on turn #3, Player 2 will not see
- that message when he plays turn #3, but when he plays on turn #4.
-
-
- SAVE GAME (You can't ALWAYS play conquest, can you?)
-
- You may save a game of conquest at almost any point in the game. The
- Save command will end your current turn and save the game to disk. If
- you have the REQ.LIBRARY library in you LIBS: directory, you will be
- presented with a file requester so you can name your save file. If this
- library is not present, Conquest will save the game to a file called
- "Conquest.Save" in the current directory.
-
- The save game feature can be used as a "Play by Mail" feature. After you
- make a move, save the game and send a copy of the file to your opponent.
- When he loads the game, it will be his turn. He does the same and returns
- the file to you. I have played several games of Conquest on BIX this way.
- Note that in order to make sure that your opponent doesn't peek at your
- screens in Play by Mail games, you may select to use Passwords in the
- startup screen. When passwords are in use, you type in the password that
- you wish to use at turn #1, and use that password for all subsequent turns.
-
-
- Game Replay (One more time!)
-
- Conquest offers a Replay mode when you end a game. The replay mode
- will display Next Turn, Previous Turn, and Exit gadgets. The galaxy
- map will be changed to indicate the state of the universe at the end
- of Turn #1. As you click on the Next gadget you will see the galaxy
- map updated to show the state of the universe at the end of turn #2.
-
- In order to display both players on the screen at the same time, the
- colors for Player #2 have been changed so that the background is
- black and the forground text and the border rectangle indicate the
- strength color of the planet.
-
- The strength of each planet is ranked versus the strongest planet in
- the universe (Not counting natives.) This makes it easy to see
- just who is stronger from turn to turn.
-
- Planets that have a defeat battle report for that turn will be displayed
- in Cyan. Planets that are in battle will be displayed in Yellow.
- Planets with stargates are displayed in White.
-
- This should go quite a ways towards analyzing what went wrong in your
- last game...
-
- If Passwords are being used for the game, (usually reserved for E-mail
- games), BOTH players will have to enter their passwords before final
- tally or game Replay can be used. This is to prevent unscrupulous players
- from peeking at how their opponents are doing and use this information
- to an unfair advantage.
-
-
- Special Conquest Startup Features:
-
- PASSWORDS (Psst. Joe sent me...)
-
- The option allows the you to select passwords that must be entered
- at the start of each turn. This is to insure that your opponent
- can't look at your screen if you are saving games and playing
- by sending files to each other. Note that if you forget your password
- you can still exit the program, but you are out of luck as far as
- finishing the game goes, so REMEMBER it!
-
- If you have password mode selected, both players will have to enter
- the password in order to use final Tally and Replay commands. If
- your opponent isn't around, save the file and then ask him for the
- password. Load up the saved game and view the results. (Its a pain
- I know, but there are certain lengths one must go for security.)
-
-
- SYMMETRICAL UNIVERSE (Mirror, mirror on the screen...)
-
- The default universe options is a random universe. This allows the
- players to explore the universe and adapt to the environment. It is
- sometimes the case where one player's position is not a strong as the
- others because of the random distribution of planets. If you wish for
- a truely "fair" game, select the Symmetrical Universe option at the
- startup screen. This generates a universe where all planets are generated
- as a mirror image along the Y-Axis. This will include Planet class
- generation also. Use this option when you want to be sure that there are
- no whining complaints about poor startup postions.
-
-
- TURN TIMER (Are you done yet?!)
-
- How many times have you heard that when you play a game of Conquest?
- I have a good friend Jim, and we often bust each other's chops about
- how long we each take to make a turn. This is where the turn timer
- will help you out.
-
- The turn timer doesn't keep track of time in Real-Time but rather
- keeps track of the time that has elapsed each time you perform a command.
- It will flash the screen and display messages in the title bar
- indicating how much time you have left. When time expires, you
- will be told to finish up the turn NOW. If you ignore that message,
- you will be allowed to make another move and then Conquest will
- end the turn for you, whether you like it or not.
-
- Turn time is measured in seconds. If you set the timer to zero
- seconds, it is off and will never remind you.
-
-
-
- ----------------------------------------------------------------------
-
- There are many stategies and finer points to this game. If you can't
- seem to figure out the game, or have questions about it, send me a
- letter at the address below or contact me on BIX as mikebryant.
-
- If you like this program and would like to show your appreciation, send
- me a letter. If you REALLY like the program, send me money! I can
- be reached at:
- Mike Bryant
- 37 Adna Road
- Bristol, CT USA 06010
-
- (203-585-8181)
-
- I am in the process of building a new home. If you wish to reach me
- after September 1991, write to:
- 30 Foxtail Road
- Middletown, CT USA 06457
-
- (My new phone will not be unlisted, so call information (203)-555-1212.)
-
- This program has been evolving for a number of years now. Please feel
- free to send any comments or wishes for enhancements for future
- versions. Most of the suggestions I have received HAVE been included
- in the program!
-
- ========================================================================
- Thank you for your support!
- Registered Users:
- -----------------
- Doug Walker
- Mark Burton
- Rich and Adam Forster
- Dan Sugalski
- Tony Belding
- Darryl Dyck
- Gene Osborne
- Le M. Barry
- Chris Hopkins
- Andreas Keirat (West Germany)
- Marc Davage (England)
-
- ========================================================================
- 5-21-90 Release of version 1.0 of Lore of Conquest
- 9-30-90 Release of Lore of Conquest 1.1
- 11-5-90 Release of Lore of Conquest 1.1a
- 11-7-90 Release of Lore of Conquest 1.1b
- 12-22-90 Release of Lore of Conquest 1.2
- 2-10-91 Release of version 1.3 of Conquest
- 2-25-91 Release of version 1.4 of Conquest
- 5-6-91 Conquest 1.5
- 8-10-91 Conquest 1.6
- Gosh, does anyone actually read these notes? I thought that the
- notes section was getting a bit long so I've added the various features
- into the main text for this file. Hope this explains some of the things
- that Conquest does that you wondered about!
-
- I've added MANY checks to make sure that windows and screens actually
- get created. This should eliminate some annoying GURUs that may have
- occured in low memory situations. I have also improved the Symmetrical
- universe option. Planets are now randomly symmetrical.
-
- A new map mode displays planet strength several different ways:
- Strength versus self (Self only) This was the old style
- Strength versus self (for all players)
- Strength versus all planets
- Note that the strength of planets you don't own is calculated from
- your intelligence reports. This information may not be up-to-date.
-
- Many more key equivelancies have been added to make commands easier.
-
- A new Replay option has been added to allow you to replay the state
- of the map at the end of each turn from the start to the very end of
- a game. Very useful for analysis of games!
-
- A turn timer has been added to insure that players don't take too
- much time to make their turn. If you don't want to use the timer,
- just set it to zero.
-
- It has become evident after several games with my best friend and
- and game tester Jim, that upgrade costs were too low. (We ended one
- game with 75% of the planets class 9!) Upgrade costs have been
- revised in an effort to correct this.
-
- The code to make natives build ships on their own planet has been
- tweaked a bit to make them more intelligent. As time progresses, they
- will build ships to defend their planet based on their Bank balance.
- Note also, that if attacked, they will withdraw some funds from their
- bank to build more ships to defend the planet. Don't worry too much,
- they aren't allowed to use all their funds. If you can, try to take a
- planet in 1 turn and you will be rewarded for the effort!
-
- Twelve! Yes, 12 registrations so far! And two of them EUROPEAN!
- Thank you very much for your support. Because of this, I'm encouraged
- to continue development on this project.
- Sometime in the future: Computer opponents!
-
- It looks like I will be buying a house around September of 1991. Look for
- a new version of Conquest to be posted that shows my new address as
- well as other features that are currently in the works...
-
- --Mike B.
-
-
-