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1995-09-10
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In order to preserve the combat record in a format for playback, the
sequence of events to perform combat is very rigid. If the user is unsure
of how to perform combat, the "Prompts On" option should be selected from
the Project menu. This will help the user step through the procedure,
explaining every step and describing the next action required of the user.
To initiate combat, the "Movement/Combat" button should be depressed. It
should then read "Combat." This is a special mode of operation. As combats
are being declared, units may only be moved from the map into either the
attack or defend boxes. To return a unit to the map, it must be picked up
and the "undo" button pressed. This will return the unit to the hex it
started this combat sequence in.
To declare a combat, the attacking units are moved into the attack box,
and the defending units are moved into the defend box. This is a way of
designating who is involved in the combat and what their role is. It's up
to the user to determine the odds and terrain effects to be applied. If you
are pre-declaring combat and the unit names of your module does not include
combat factors, you may want to make a note of what the odds of each attack
are.
There are two modes of declaring combat, depending on what the
requirements of a particular game are. When the "Movement/Combat" button
is in the "Combat" mode, the button beside it will say either
"Pre-Declare" or "One by One." One by One means that each combat is
declared and resolved before moving on. Pre-declare means that each combat
will be declared first, and then resolved only after all declarations are
made. This allows you, for instance, to declare all combats, then fly air
support, then resolve combats.
If the combat is in pre-declare mode, combat is declared by moving units
to the combat box. Once all the units involved in a particular combat have
been designated, press the "next" button. Units in the combat boxes will
be returned to their hexes, and the player will then be able to designate
the next combat by moving it's units into the combat boxes. Once all the
com- bats have been declared, the player may either return to the movement
mode, or press the "Resolve" button next to the "Movement/Combat" button.
Note that this button does not work if there are still units in the combat
boxes. If the player returns to the movement mode, when he returns to the
combat mode, he MUST resolve all previously declared attacks before
designating more.
Attacks declared in pre-declare mode will be resolved in the order in
which they're declared. A comment window will be opened, and details of the
combat, who took part, and what the dice roll was, will be recorded in the
comment box. The user may enter any additional comments, such as odds and
results, before saving the comment. Cancelling a comment box after a
combat is not possible. Once the comment box is closed, the map will be
redrawn with only those units which actually took part in the combat shown.
These units, and only these units, may now be moved. Other units may still
be viewed at this time by clicking on their hex and the hex roster examined
on the right of the screen. Once post-combat movement is completed, the
player presses the "Done" button above the defender's box, and the next
combat will be re- solved. Unfortunately, if a unit must be substituted
after combat, it can only be done after all combats are resolved and the
play is returned to the movement mode.
Attack in the One by One mode are resolved in much the same way, except
that after combat is declared, the "Roll" button above the defender's box
is pressed, and the resolution is performed immediately.