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Amiga CD32 Gamer 16
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CD32 Gamer - 1995 - Issue 16.iso
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1995-09-07
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BATTLE AT SEA - © 1994 by
Carsten Magerkurth
Version 1.0, Giftware
8.24.1994
BRIEF
DOCUMENTATION
FOR THE
AMIGA
Carsten Magerkurth
Weissdornweg 2
65719 Hofheim
Germany
Battle at Sea is a freely distributable
naval battle simulation. It was written
using AMOS Professional and should run
on every Amiga with at least 1 meg of
RAM. It is a two-player tactical
wargame featuring a map with more than
6000 fields to explore, minelayers,
fuel-dumps and differ- ent ship-types to
be equipped with various cargo. It is
Giftware.
-What is Giftware? Giftware means you
can spread and use this software freely.
If you like it you should show your
appreciation by sending me a gift of
your choice. The value of your gift is
to be set all by yourself. And of
course the gift itself should be chosen
by you. It can be anything, for example
self-made programs, heavy metal CDs,
good books, PAL-videos or money. If you
accept the Giftware-conditions and
register, I will in return send you the
newest version of the program including
configuration features for the
ship-types as well as a map-editor and a
real manual. However there is no
compulsion to register. If you like the
program, feel free to use it.
Suggestions for future updates are
always welcome anyway.
-What is the game about? The action
takes place in a combat area far, far
away where two human com- petitors
battle for power, might, wealth, young
maidens etc. What I wanted to say is
that the battle in this game has nothing
to do with any real conflict anywhere in
the world. The two human fleet
commanders try to conquer fortresses
which serve main- ly as production sites
for new vessels or the vessels'
equipment. The aim of the game is
naturally the obliteration of all enemy
forces. Besides the fortresses and
vessels fighting each other there are
also fuel-dumps scat- tered around the
battlefield to allow the vessels
unlimited readiness for action. Some of
the vessels can lay mines to destroy the
enemy ships' hull or at least damage it.
Minesweepers however are aboard every of
the six ship-types and in the fortresses
to prevent damage from lurking mines.
Apart from fighting enemy ships and
conquering fortresses both players also
need to explore the battle-area which is
unknown to them in the be- ginning.
Four types of engines and three types of
weapons as well as mines and shield
generators characterize every unique
vessel roaming around the battlezone.
Of course cargo can be exchanged between
friendly vessels and damaged vessels
slowly repair themselves if they do not
quick-regain with- in the walls of a
fortress.
-Course of the game The "intro"-pictures
can be skipped by pressing the right
mousebutton when the first picture
appears so that the title page comes to
the front. At the title page you may
either load an old game or begin a new
one. If you start a new one you are to
enter the names of both players, the
dura- tion messages will remain on
screen and the number of fortresses that
must be conquered by both players. The
game ends, if a player hasn't got a for-
tress anymore. The game is organized in
phases. Every unit takes its turn once
in a phase and fortresses' productions
are completed within a certain amount of
pha- ses. Every unit also regains its
hull by one point a phase. Both vessels
and fortresses can send and receive
cargo to/from friendly units in the
direct vicinity. The main differences
between vessels and fortresses are that
fortresses cannot move, active shield
generators do not cost any fuel for
fortresses, statistics can only be
viewed by a fortress and vessels have
the ability to sink themselves in order
to prevent the enmey from scoring for
sinking your ship. Why active shield
generators? Every unit can attack an
enemy unit once a phase. During an
attack all weapons installed in a
gun-base fire at the enemy unit. There
are two types of machine guns and a more
powerful rock- et launcher. To protect
a unit from a rocket attack it can place
a shield generator in at least one of
the gun-bases. There is a 75% chance
for the shield generator to destroy the
intruding rocket. However a shield
genera- tor installed in a ship costs
some extra fuel. This also goes for the
mine sweepers. If a vessel runs into a
mine, the hull will be damaged. If a
ship has less than 20% of her maximum
hull, she sinks. If a ship hasn't got
any fuel left, she can only move one
field a phase. If she loses her engine,
she can still move one field. If she
has more than one engine in the hold,
the best one is used automatically. Her
speed depends not only on her engine,
but also on the ship-type and the weight
of the cargo and of the fuel. To
prevent the game from being boring when
controlling fortresses that produce
ships and have nothing else to do
fortresses can be sent into a so called
"sleep-mode". They then build their
ships without having to come to the
front each phase. They awake
automatically if under attack or having
finished the production or if an enemy
draws too near. Arrow up symbolizes an
active fortress, arrow down a sleeping
one.
-Controlling the game: All kinds of
buttons are controlled by clicking the
left mousebutton. Edit zones for
entering names etc. are to be used via
the keyboard. The left Amiga-key in
conjunction with the 'A' forces the
workbench screen to the front where you
can perform Dos-operations etc. When
inside the graphic window in order to
move a vessel, sweep for mines, select
information and so on (when your mouse
pointer is held inside this window) you
can cancel your current task by pressing
the right mousebutton. Clicking on the
but- ton in the top left corner exits
the game.
Well, this was just a brief
documentation not covering all aspects
of the game. Just discover what I left
out here by yourself, this should not be
too hard.
P.S: -Note to Baroque/Freelance I do
not have access to the Aminet. I wanted
to contact you, but I could not find
your adress in your modules. So please
write me, because I want you to receive
your share for creating these jolly good
AND short modules.