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SteelFortress.doc
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1991-07-06
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STEEL FORTRESS
(C) 1991 John M Haubrich Jr
All Rights Under Copyright Reserved
INTRODUCTION
Steel Fortress is a strategy game for two through six players. The
goal of the game is to establish yourself as the sole ruler of war-torn
26th-century Europe.
STARTING THE GAME
The game may be started from either Workbench or the CLI/Shell.
Note that the program expects a copy of 'arp.library' version 39.1 or
higher to be in your LIBS: directory and a copy of 'moose.font' in FONTS:.
Without these files, Steel Fortress will not work.
After loading the game, you will see the title screen. Click on
BEGIN to start. The map will now load from disk. After a few seconds, the
map will appear with a requester asking for the number of players. Enter
a number from two to six and hit RETURN or click the START! gadget.
There are a total of 44 territories on the map. Each is
color-coded to represent a zone as listed below:
----------------------------
Color Zone
----------------------------
YELLOW Austrian
BLUE British
PURPLE French
RED German
LIGHT BLUE Ottoman
PINK Russian
GREEN Independent
----------------------------
The total number of armies you start with is determined by the
number of players entering the game. See the chart below:
----------------------------
Players Armies
----------------------------
2 40
3 35
4 30
5 25
6 20
----------------------------
Forty-eight BONUS CARDS give special temporary fighting abilities
during the game. As each card is used, it is recycled into the pile
allowing another player to use it later. The cards and their functions are
listed below:
------------------------------------------------------------------
# Card Description
------------------------------------------------------------------
10 Admirals ADMIRALs allow attack by sea during a turn.
After the turn has ended, the admiral's power is
lost.
8 Agents Each AGENT destroys FOUR armies on a fortress of
your choice.
3 Commanders A COMMANDER gives added defense during an attack.
After a single attack, his power is lost.
8 Fort Bonus Each FORT BONUS adds FIVE armies to your fortress.
For any armies above 99, you will be allowed to
deploy them on any territory as usual.
3 Generals A GENERAL gives added offense during an attack.
His power is lost after a single attack.
16 Troops Each TROOPS card gives you THREE additional armies
which you may place anywhere on the map. Note
that all TROOPS cards are played at once!
------------------------------------------------------------------
SETUP
Throughout the game, prompts and other information is displayed in
the screen title bar. When a new game is started and the number of players
is chosen, each player must select a 'FORTRESS TERRITORY'. This territory
*MUST* be defended at all costs -- if it is defeated, the player is out of
the game. There are a few rules (and hints) for fortress placement listed
below:
· A fortress may NOT be placed in an Independent territory.
· There may be only ONE fortress per zone.
· A fortress on the sea provides good offensive capabilities.
· A land-locked fortress may provide limited protection.
After all players have chosen their fortress territory, each
player, in turn, selects an unoccupied territory until all are claimed.
One army is subtracted from the player's armed forces and placed on the
territory.
Now, starting again with Player 1, territories are reinforced with
remaining armies in clumps of five. To place ONE army, click on the
territory. Additional armies may be placed by clicking several times or by
using the 'ARMS BOX' to make each click count for 5 or 10 armies.
The ARMS BOX is located on the left of the screen. To select
between the 1, 5 and 10 army options, just click on the appropriate red
box. The current ARMSVALUE is displayed in the upper left-hand corner of
the ARMS BOX.
** Note that if you try to place armies five at a time but have **
** less than five remaining, a requester will pop up indicating **
** a DEPLOY ERROR. Simply reset the ARMSVALUE lower and resume **
** placing your armies until none are left. **
Always be sure you know where you want your armies BEFORE you place
them since there is no 'UNDO' function and armies MAY NOT BE MOVED at any
time throughout the game.
When every player has placed his/her forces, each player is asked
for a password. Use a different password every time you play but make sure
it's something you can remember. You will not be allowed to play your turn
unless you correctly enter your password.
After choosing a password, you will be prompted to select a 'HIDDEN
ARMY TERRITORY'. One territory may be chosen anywhere on the board to hold
your hidden armies. At any time during the game (even during another
player's turn), you may bring out these armies and attack (if it's your
turn) or defend. The number of armies in your hidden force is equal to the
number of bonus armies gathered from the last TROOPS card. A few
restrictions apply to hidden army placement:
· Hidden armies may NOT be placed on a fortress territory.
· Hidden armies MAY be placed on ANY OTHER territory even if you do
not currently own it; however, you may only use the armies if you
own the territory.
· You may choose another player's territory to hold your armies.
As battle progresses, when you capture that territory, you may
then bring out your hidden forces.
· Place your hidden armies next to an enemy fortress so they may be
used to destroy him.
Player 1 starts normal play.
TAKING YOUR TURN
Each player's turn is divided into three phases:
· COLLECT AND PLAY CARDS (optional)
Each player is given a minimum of three cards to begin his
turn. One additional card is then given to the player. Any
FORTBONUS cards are automatically subtracted from your deck and
added to your fortress. The screen title bar shows that you were
awarded additional fortress armies.
Next, a requester appears showing the number of AGENT,
ADMIRAL and TROOPS cards available. To play a card, click on it.
If AGENT is selected, you will then be asked for a player to
affect. Click CANCEL to exit without using the AGENT. If ADMIRAL
is chosen, the title bar will change to "*** ADMIRAL MODE ***".
The ability to attack via sea will continue until your turn is
over.
** Note that you may use more than one ADMIRAL per turn. **
** However, this is pointless as it wastes your resources. **
Selecting TROOPS will allow you to reinforce your
positions. Note that ALL TROOPS cards are played at once unlike
the other cards which are played one at a time.
You may play additional cards by selecting 'Play cards...'
from the menu bar or by pressing AMIGA-P. Repeat the process as
explained above. You may NOT play cards after you enter the attack
phase.
· ATTACK (optional)
To attack another player, first make sure the attacking and
defending territories are adjacent or that there is an 'ATTACK
LINE' drawn between them (Norway and Denmark may attack each other,
for example). Next, click on the attacking territory then click on
the defending territory. An 'ATTACK / DEFENSE' requester will
appear.
The attacker may attack once by clicking the
Manual/Continuous gadget so that 'Manual' appears. Continuous
attack may be used by clicking the gadget until 'Continuous'
appears. To stop a continuous attack after the attacking force
reaches a lower limit enter a number in the 'until .. left' gadget.
The battle will cease at that point. Note that only one army dies
in a single attack -- either a defending army or an attacking army.
Select the number of attacking and defending armies with
the sliders. Under normal conditions, up to three armies may
attack (assuming you have at least FOUR armies on the attacking
territory); up to two armies may defend. When attacking a
fortress, however, you may attack with a maximum of TWO armies.
If GENERAL or COMMANDER cards are available, their gadgets
will be enabled. If you (the attacker) or the defender wish to use
these cards, click on the gadget to activate it. If you have the
mouse, be sure to ask the defender if he wishes to use his
COMMANDER card.
To begin the attack, click the ATTACK gadget; CANCEL will
abort the attack. If you defeat a territory, all but one of the
attacking armies are moved to the defeated territory.
· DISTRIBUTE REINFORCEMENTS (End Turn)
To stop attacking, select the 'End Turn' menu option or
press AMIGA-E. Reinforcement troops will be computed based on the
number of zones you occupy, the number of players you have defeated
and whether or not you own all of the Independent zone. The
equation is as follows:
8 * (#players conquered+1) + 4 * (#zones) + 6 * (own Independents?)
For example, a player who has conquered two other players, own 3
zones and all the Independent territories receives
8 * (2+1) + 4 * 3 + 6 = 42
armies. You may place the armies anywhere on the map.
** Note: If you attempt to place over 99 armies on a single **
** territory, a requester will notify you of a DEPLOY ERROR. **
** Select CANCEL to place the armies elsewhere; select OK to **
** cancel deployment of all remaining troops. **
At any time, a player may bring out HIDDEN ARMIES by selecting the
'Hidden Armies...' option from the menu bar or by press AMIGA-H. The
current number of armies is displayed at the top of the requester. Enter
your player number and your password or select CANCEL. If you own the
territory AND your password is correct AND you haven't already used your
hidden armies, they will be placed on the territory.
** Note that if the total number of armies exceeds 99 on the **
** territory, any remaining armies will be destroyed. **
CONQUERING A FORTRESS
When you conquer a player's fortress, his resources become your
own. Specifically,
· You receive additional reinforcements at the end of every turn.
· The defeated player's armies remain in their positions but are
realigned to serve you.
· Any cards the defeated player owned are now yours.
· The defeated player's hidden armies are destroyed.
WINNING THE GAME
When only one player remains, he is acknowledged the winner.
STRATEGY/HINTS
Here are a few proven techniques to enhance the game:
· ALWAYS be sure to strengthen your fortress.
· Put your fortress on the open sea so that you can place most of
your troops on the fortress for defense but can also strike at
other players with an ADMIRAL card.
· Try to occupy an entire zone to gain more reinforcements.
· When you attack from your fortress, make sure you have enough
backup coming at the end of your turn to replenish your forces!
· Place your hidden armies next to enemy forts to use during an
offensive.
· Go after the weakest fortress quickly.
· Take weak stabs at unfortified territories to prevent other
players from claiming ownership of an entire zone.
· REMEMBER: You capture the defeated player's cards AND armies!!!
· Plot your attack path so you can defeat more than one player in a
single turn.
· If it's obvious you're losing, fortify your fortress. Don't
bother defending any zones remaining. By concentrating your
remaining forces on a single territory, you MAY be able to defeat
opponents by attacking from your fortress via sea.
GAME MENU
· RESTART (AMIGA-R)
If you're sure you want to restart the game, click on the
OK gadget; CANCEL will resume the game where you left off.
· SAVE GAME (AMIGA-S)
You may save a game in progress by selecting this option.
You will be asked to supply a file name to save under. To
resume the game later see the 'LOADING A PREVIOUSLY SAVED
GAME' section below.
· ABOUT
Show the program title, author name and date of last
revision.
· QUIT (AMIGA-Q)
Quits if you click on OK; CANCEL resumes the game.
LOADING A PREVIOUSLY SAVED GAME
To restart a saved game, select the RESTART menu item or press
AMIGA-R. Click on OK. When asked for the number of players, click on the
LOAD GAME gadget. A file requester will appear; find the saved game file
using the requester as usual. To cancel, click the CANCEL gadget and you
will be asked for the number of players as if you had started a new game.
PROGRAM REQUIREMENTS
AmigaDOS 1.3 or higher
256K RAM
arp.library V39.1 or higher
Moose.font