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Assassins - Ultimate CD Games Collection 2
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Assassins 2 - Ultimate Games No. 2 (1995)(Weird Science)[!][Amiga-CD32-CDTV].iso
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total_domination
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totaldom.doc
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Text File
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1992-10-23
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20KB
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353 lines
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v0.08
(PD version)
written in
__________________
\ ___ __ /
\|> | | | //
|> |_ | | /_
\ BASIC /
\ _ /
\ ( ) /
\ /_ /
\ /
\/
by Stuart Ballard
The Concept
-----------
Total Domination is unashamedly based on another PD offering called
Universal Conquest, by Randy Wing. If you have played that, skip this next
paragraph, but if not, this is what the game is all about:
Two players play against each other for control of `The Galaxy', which is
a grid of cells, some of which contain planets. You each start play holding
one planet, and the aim of the game is, over a number of turns, to end up
holding more planets than your opponent. Control of planets is gained by
sending fleets of ships from planet to planet, which, when they arrive, do
battle with any ships already there for control of the planet. Usually the
side with more ships will win, but the defending side does have a slight
advantage, in theory because of large guns on the planet itself. You can
also send ships to your own planets, in which case they will arrive as
reinforcements. Also, before each of your turns, each of your planets will
produce a certain number of ships, which varies from planet to planet.
Those of you who have played Universal Conquest can come back now, because
this next bit is slightly different. Fleets can not only be sent from planet
to planet, but from planet to fleet, fleet to planet, fleet to fleet, planet
to empty space, or fleet to empty space. This is achieved by showing fleets
as they travel. If fleets meet in battle, the attacking side has the
advantage, supposedly due to the element of surprise.
The Gameplay
------------
When you first start Total Domination, you will see a window on your
WorkBench screen. This is the options window, in which you set all the
information about the galaxy you propose to `totally dominate'. Ships/Plr is
the number of ships each player will have on the planet he starts on- I
choose 490 (which gives you 500 on your first go) because it allows you to
send ships to a reasonable number of planets on your first go without going
over the top. It can be altered from 50 to 990 in steps of 10. # Planets is
the number of planets there will be in your galaxy- I play with 52, but I
would recommend you start slightly smaller to get the feel of the game- You
can have as few as three. Max Turns is how many turns the game will go on
for if nobody wins any sooner- the default value of 40 gives a surprisingly
long game, but it can be set from 10 all the way up to 99. If you like
really long games, click the button which says `Finite' and it will change
to `Infinite' which lets you play for as long as you like. `Load Game' lets
you load up a previously saved game straight away. `Cancel', or the window's
close box, quits the game.
Click on `Ok' and the main game screen will open. You will see 5 windows,
titled `The Galaxy', `Fleets', `Planets', `Control' and `Status'.
`The Galaxy' is a (sort of) graphical display of the galaxy you are trying
to conquer. Note that although it looks square it is actually twice as many
characters wide as it is high, and so if two journeys appear to be the same
distance, but one is mostly horizontal and the other mostly vertical, the
horizontal one is actually considerably further. The letters represent the
planets- green ones for player 1, red ones for player 2, and white ones for
natives. Fleets, when you have any, appear in the same sort of fashion, but
in inverse video. Note that native planets do not produce anything, but do
contain ships. When they have been captured though, they produce ships just
like any other. You cannot see how many ships are on a native planet unless
you have sent a ship there and lost- if you do that the ships are shown but
the production remains a mystery until you capture it. You may notice that
production is closely related to the number of ships on the planet.
`Fleets' is a list of all fleets currently flying. Since you haven't sent
any yet it is empty, but the titles of the columns are there and need some
explanation. These are Fl,D(X,Y) and Ships. Fl is the fleet's letter, which
is how it will appear on the galaxy map. Green fleets belong to player 1,
red fleets to player 2. D is the destination planet or fleet, or if the
destination is empty space then a grey + appears and the coordinates of the
destination appear under (X,Y). When it arrives the + changes to a white @.
Ships is the number of ships in the fleet. Note that both the planet and
fleet lists can be scrolled by means of the scroll bar at the right of the
window.
`Planets' is a list of all the planets in the galaxy. The column headings
here are Pl for the planet's letter, Prod for its production (the number of
ships it will produce each turn), and Ships for the number of ships
currently stationed there.
`Control' is a complicated one and is explained in detail later.
`Status' simply gives important information about the game- Player is the
player's name, with the player whose turn it is highlighted in his own
colour. Planets is the number of planets in the galaxy currently owned by
each player. Ships is the total number of ships owned by each player,
whether flying around in fleets or sitting at home on planets. Prod'n is the
total production of all planets owned by each player.
Right, the control window... Do I have to explain this? Oh please don't
make me... Oh, all right then. Just for you. But bear with me, cause it
isn't easy to explain. The purpose of the control window is to provide a
quick, simple and intuitive... well, quick and intuitive anyway... method
of sending any number of ships to anywhere from anywhere with a minimum of
fuss.
+----------------------------------------------------------+
| Control |
+----------------------------------------------------------+
| [1] [2]------+ [3]-+ [4]----------+ |
| T:##### From: | Planet | | | | Set Source | |
| +--------+ +---+ +------------+ |
| |
| [5]------+ [6]------+ [7]-+ [8]----------+ |
| To: | Hostil | | Planet | | | | Send Ships | |
| +--------+ +--------+ +---+ +------------+ |
| |
| [9]----+ [10]-------------+ [11]---------+ |
| # Ships: | #### | | | | End Turn | |
| +------+ +----------------+ +------------+ |
+----------------------------------------------------------+
I have given each important feature a number in square brackets to its top
left. I will from here on in refer to each by its number.
[1] The current turn number, and the maximum number of turns. The only
reason that this is in the control window is that there was no other
convenient space to put it in. If you are playing a finite game, it is
in the form T:XX/YY where XX is the current turn number, and YY the
maximum number of turns. If you are playing an infinite game, it is in a
simpler form- just T:XXXXX where XXXXX is the current turn. It also
shows whose turn it is by the colour it appears in.
[2] The source type gadget. This lets you set what you are sending from- a
fleet, or a planet. It is a cyclic gadget- Click to change it from
planet to fleet; click again to change it back. This can be handled
automatically- see number [4] below.
FEATURE: If this won't change between planet and fleet try clearing the
source string gadget (see [3]) first. The same thing applies to the
destination type gadget (see [6]). This should not happen if you are
handling it automatically. This is not a bug, it's to stop you selecting
a fleet or planet that doesn't exist.
[3] The source string gadget. This is where you type the letter of the
planet or fleet you are sending from. This can also be handled
automatically- see [4].
[4] The `Set ??????' gadget, for want of a better name. This gadget enables
selection of planets and fleets automatically by clicking on them on the
galaxy window, planet list or fleet list. This is another cyclic gadget,
and the options are `Set Source' and `Set Dest'. The status of this
gadget tells the program whether the next planet you click on will be
the planet you are sending from, or the planet you are sending to. In
many situations this gadget will set itself intelligently for you, but
it is there as a gadget so that you can modify it yourself if necessary.
If a planet or fleet is clicked on, the relevant gadgets will set
themselves automatically to represent the planet or fleet in question,
and this gadget will swap to the opposite option. So if it is on `Set
source', you can click on something, which will become the source, and
then immediately on something else, which, because this is now on `Set
Dest', will become the destination. The long and short of it is, that
the program tries very hard to anticipate what you want to do with the
next thing you click on, and then does it.
[5] The destination alliegence gadget. This is only selectable if the
destination type (see [6] below) is Fleet. If it is, then the same
letter can mean two different fleets, depending on whose the fleet is.
This gadget is yet another cyclic gadget, and displays `Hostil' for
fleets that do not belong to the person sending the fleet, and `Frndly'
for those that do. As with most other such gadgets, most of the time you
don't need to use it at all, since it is handled automatically when a
planet or fleet is clicked on.
[6] The destination type gadget. This behaves in exactly the same way as the
source type gadget, but with an extra option- space. This is not handled
automatically, so you must do it yourself. If you select space as the
destination type, and then click `Send Ships' (see [8]), you can then
click a point in the galaxy to send them to even if nothing is there. If
the place you click on does have a planet on it, you will be asked to
confirm that you want to send ships there, just in case you didn't mean
to.
[7] The destination string gadget- see [3] as it works exactly the same.
[8] The send ships gadget- funnily enough, this gadget sends the number of
ships that you have requested from the place that you have requested
them to be sent from to the place that you have requested them to be
sent to.
[9] and [10] are simply a slider and string gadget for setting the number of
ships to send- they are only available if you have a current source.
[11] End Turn- Passes control to the other player.
The Menus
---------
Game
----
Load Game (Amiga-L)
Displays a file requester to let you load a previously saved game.
Save Game (Amiga-S)
Displays a file requester to let you save the game as it currently is.
About (Amiga-?)
Displays an `About' requester.
Quit (Amiga-Q)
Ends the current game (same as clicking the galaxy window's close
box).
Info
----
Goto Planet (Amiga-P)
Asks you for a letter, and then moves the planet list so that the
planet in question is as near as possible to the top of the view.
Goto Fleet (Amiga-F)
Same as Goto Planet, but for fleets (woh, heavy concept!). However,
there is a complication in that the same letter can mean two different
fleets. If the letter you enter is such a letter, you will be asked
whose fleet to go to.
Statistics »
Battles (Amiga-B)
Displays various bits of mostly irrelevant info about battles.
Fleets (Amiga-I)
Displays various bits of mostly irrelevant info about fleets.
War (Amiga-W)
Displays various bits of mostly irrelevant info about the progress
of the war so far.
The Distribution
----------------
This program may be copied or distributed freely so long as all files in
the TotalDom drawer are included unmodified (except for the default tool of
text files if you want to use a different viewer) and not more than £2.50 is
charged for the disk.
The files you receive should be:-
TotalDom - The program file.
TotalDom.info - The program's icon.
TotalDom.Doc - This file.
TotalDom.Doc.info - Icon for this file.
v1_Demo.info - Icon for the v1_Demo drawer- see below.
v1_Demo (DIR) - Directory containing a demo of v1.00.
TotalDom - The v1 program.
TotalDom.info - The v1 program icon.
v1_Demo.Doc - A document describing the changes made in v1.
v1_Demo.Doc.info - Icon for the document.
TDBits.ilbm - A picture used for v1's graphics.
Beep.8svx - A sound used in v1.
Fleet.8svx - Another sound used in v1.
Gun1.8svx-Gun9.8svx-Another 9 sounds used in v1.
The Registration
----------------
If you like Total Domination and feel in a generous mood, why not register
it? If you do, I will send you the following bitz'n'bobz:-
1) The latest version of Total Domination: You will instantly get at least
an unrestricted version of v1.00, and possibly even later versions if
and when I write them. You will also be entitled to free updates which
you can claim at any time by sending an SAE and a disk. If I have not
made any updates since the last version you got, I will hold on to your
disk and envelope until I have. See v1_Demo.Doc for features which are
currently on the cards- but by the time they've been added I'll almost
certainly have thought of many more!
2) Source code to Total Domination: I will send you the latest version of
the Blitz 2 source code to the game. I do not make any claims as to the
quality of this code, but you are quite welcome to look at it anyway!
3) QuadraDOX: this is a bit less certain, but I am currently working on a
game of... wait for it... 4-D Noughts & Crosses! If I can get this
working (It's really only user interface left to do...) I will send you
a copy of this as well.
And remember, you can claim the latest version at any time for the price
of an envelope. So how do you go about making this very sound investment?
Just write to me, __________________
| |
| Stuart Ballard, |
| 2, Hillside, |
| Nork, |
| Surrey, |
| SM7 1HF. |
|__________________|
and say that you want to register. I would also be grateful if you would
tell me a bit about your system, like what Amiga you have, what workbench,
how much memory, how many floppy drives, and if you have a hard drive how
big it is. If you find any bugs, or have any suggestions, tell me about them
as well. I also make the very small request that you send me a little bit of
dosh to make this whole thing worth my while. A mere £5 is what I ask
(though if you want to send more you're very welcome!) and you can send that
in cash or a cheque payable to me. So go on, you know you want to ;-).
By the way, you can still send me bug reports even if you aren't going to
register (though you probably won't see the benefits without registering
because you won't get the latest version).
The Author
----------
Hey, that's me! Okay then, here goes... I was born on the 11th July 1977,
which makes me 17, I am a committed Christian, a Physicist, an Amiga
fanatic, and enjoy most chart music, in particular the Spin Doctors, Richard
Marx, Tori Amos, Blur, and others.
The History
-----------
Not much to tell, really... I got hold of Universal Conquest on a Fish
disk, played it, liked it, got so frustrated by the bugs that I eventually
thought `I can program this without these stupid bugs, and make it better in
the process,' so I did. One thing puzzles me though... If Randy took 5 years
to program Universal Conquest in C, how come I was able to knock together
Total Domination in Blitz 2 in about 6 months? Sorry Randy, but I think
you'll agree that TotalDom is better.
v0.01 Initial pre-release. Doesn't work on 68000 based machines due to a
word-alignment bug, also looks weird under 1.3.
v0.02 Internal release. Still not perfect and most menu options still not
implemented but now works (I think!). Looks okay under 1.3 but weird
under 2.0+!
v0.03 Not released. Minor visual tweaks (Now looks okay under 1.3 AND 2.0+).
v0.04 Not released. Has selection from the fleet list.
v0.05 Not released. Has `Goto Planet' and `Goto fleet' menu items working.
v0.06 Not released. Has statistics options working, and major tweaks to `Set
??????' (Sort of bug fixes- found a minor problem, tried to fix it,
and found many more in the process).
v0.07 Not released. Load and save game now work, added `Infinite game'
option, and added Load Game button in the options window.
v0.08 PD Release version. Minor tweaks.
v1.00 Current registered version. HUGE changes including totally new control
system, graphics, sound, and an entirely new internal method of
storing everything which should make the whole lot more expandable.
The Credits
-----------
Randy Wing for the inspiration,
Jesus for being there,
All at LiveWire, for nothing much... just thought they deserved a mention,
Voice of the Fish and Eden Burning for excellent music,
Sanjeet Maghera for testing on an A500 and discovering the 68000 bug.
Alastair White for testing,
Dad for lots of testing,
Mark for being my brother and for some testing,
Mum for being supportive even though she hasn't a clue what I'm talking
about,
Oh yeah, and Jo for being my sister, much as she hates it...