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Amigaguide Document
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1995-10-21
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1,133 lines
@database 0034f250-0
@master CosmicBattles.guide
@$VER: 2.11
@author "Eric Smith"
@(c) "Electrolyte Ind."
@wordwrap
@node "Main" "Cosmic Battles"
@next "Intro"
Electrolyte Industries
Presents
Cosmic Battles
A tactical space combat simulator
for the Amiga based on the game
Cosmic Balance
from SSI
and Rapid Fire
@{"Introduction" link "Intro" 0} ... What this game is about
@{"Requirements" link "Requirements" 0} ... Do I have what it takes?
@{"Getting
Started" link "Start" 0} ... How to start playing
@{"The
Scenarios" link "Scenarios" 0} ... Description of the built in scenarios
@{"Ship
Design" link "Design" 0} ... Details on ship designing
@{"Combat
Arena" link "Combat" 0} ... A tour of the command center
@{"Battle
Phase" link "Battle Phase" 0} ... FIRE!
@{"End
Game" link "End" 0} ... Who wins and why
@{"Credits" link "Credit" 0} ... Credit for those deserving it
@{"History" link "History" 0} ... What took me so long anyway
@{"Close" quit} ... I'm done
@{"Registration" link "Registration" 0} ... How to get it all
@{"Bugs" link "Bugs" 0} ... I hope not
@{"Notes" link "Author's_Notes" 0} ... babble
@{"Legal" link "Legal" 0} ... Covering my back
@endnode
@node "Intro" "Introduction"
@next "Requirements"
@prev "Main"
Cosmic Battles is a tactical combat simulator based on the game
Cosmic
Balance
. In the game, you design ships and send them into combat.
There are two distinct parts to the game. The design lab, where
build your technological wonders; and the battle zone, where you watch
those
wonders burn in space.
I have included some designs with the game. You can edit them, but
can not save them. They are "locked" designs. The designs are from the
included scenarios in the game.
As I mentioned above, there are six included scenarios in the
game.
These are Escape; Sector 12; Classic, which is the classic scenario
Cosmic Balance
between the Enterprise and Reliant; Gamma Encounter,
which is
a new scenario involving Star Trek
ships; The Coal Sack; and
Escort. If the
references to Star Trek
begin to give anyone ideas of suing
me, then warn me
first so I may strike the references from this game. I am
not in the
business of being sued.
"If regulations are not clear and orders not thoroughly explained, it is
the commander's fault. But when they have been made clear, and are not
carried out in accordance with military law, it is a crime on the part of the
officers."
--- Sun Tzu (Sun Tzu, The Art of War)
@endnode
@node "Requirements" "Requirements"
@next "Start"
@prev "Intro"
Cosmic Battles requires:-
- Amiga computer
- 1Meg Chip Ram
- 3Meg total Ram
- 680x0 processor
- WB/KS 2.0+
- 4M HD space
* Floppy installation not recommended
@endnode
@node "Start" "Getting Started"
@next "Escape"
@prev "Requirements"
Installation:
Installation is easy. Copy all the files to wherever you want
them.
You do not have to install on a hard drive, but you will probably be
sorry if
you don't. You will need to copy the CB font to the FONTS:
directory. If I
can find a way to avoid having to do this, then I will put
it in a later
version. That way, you can easily install and uninstall Cosmic
Battles and
not wonder where the devil that CB.font came from.
Once the game is installed and you've cleared up most of your chip
your ready to go. Click on the Cosmic Icon and the game will begin.
Cosmic Battles finds a problem with moving in, a requester will appear
tell you what went wrong and then the program will clean up itself as best
Beginning the game:
Once the game has started, you will be presented with the title
screen.
In the center of the screen are your choices. You can go to the
ShipYard,
where you construct your new ships; you can Refit an old ship
design; you can
pick one of the built in scenarios to play; or you can quit.
You may also
select one or two player mode.
There are two choices in the scenario box that require
further
explanation. These are External and Custom. The External selector
is for
expansion sets of more scenarios. None exist at the time of this
writing.
Custom is not a complete scenario designer, it is a method of using
ships in a scenario. When Custom is selected, you must tell the
computer
what ships you wish to use for each side. Then the game will begin
usual.
"'Weapons are tools of ill omen.' War is a grave matter; one
apprehensive lest men embark upon it without due reflection."
--- Li Ch'uan (Sun Tzu, The Art of War)
@endnode
@node "Scenarios" "Scenarios"
@next "Escape"
@prev "Start"
Scenario Descriptions
@{"Escape" link "Escape" 0}
@{"Sector
12" link "Sector12" 0}
@{"Classic" link "Classic" 0}
@{"Gamma
Encounter" link "Gamma Encounter" 0}
@{"Escort" link "Escort" 0}
@{"The
Sack" link "The Coal Sack" 0}
@endnode
@node "Escape" "Escape"
@next "Sector12"
@prev "Scenarios"
Escape:
Player One:
Nothing to report today. You turn your small fighter to return
home.
While you stare out into cold space, thoughts of a warm supper and
relaxation come to mind. Suddenly the proximity alarm blares.
"Unknown vessel detected to starboard.", the computer reports.
"Scanning vessel - Ship size: 5 - Dreadnought class.
Disposition:
Hostile."
So much for that relaxation. There is no way you can stand against
dreadnought alone. Your only hope is to get back to base, report
incident and get help.
-----------------------------------------------------------------------------
Player Two:
What a silly idea. What is command thinking?
Your orders are to warp deep into alliance space and attack an
alliance
colony. You are to do so alone. Once the colony is secured you are
to hold
it until more ships arrive.
Rediculous. That deep into alliance space, you are surely to be met
greater force than even a dreadnought can withstand. However, you
your orders.
"Coming out of warp space, commander!"
"Shields up. Battle ready status. Any contacts to report?"
"No sir. Wait, one. It's a small two man attack craft."
"Is that all? Just the one small ship?"
Maybe command knew what it was doing after all.
"Move to attack."
----------------------------------------------------------------------------
Victory Conditions:
Player one is in a size 1 vessel. To win the scenario, the vessel
exit the right side of the battle field or destroy the dreadnought.
Player two is in command of a size 5 dreadnought. Destroy the
attack
craft and the battle is yours.
@endnode
@node "Sector12" "Sector 12"
@next "Classic"
@prev "Escape"
Sector 12:
Player One:
Captain's log:
We were sent out to investigate pirate activity on the upspin rim
space. It has been two days without any contacts. I have allowed the
ship's
engineer to power down the shields in order to repair an overheating
problem
in the emitter coils.
"Captain, contacts to fore and aft."
"How many, Ensign?"
"Three, four... six. Six contacts of sizes two and three. They
pirate vessels. At least one is armed with disruptors."
Jehosaphat. Six ships, one of them has disruptors, and we have
shields.
"Engineer, I need those shields back now!"
-----------------------------------------------------------------------------
Player Two:
Hovering in witch space is an old tactic. The alliance has sent out
dreadnought class ship to catch us. We will just wait here for
opportunity.
"Commander, their shields have been down for some time now. Shall
attack?"
The alliance vessel lowered their shields almost 6 hours ago.
wouldn't do that in potentially dangerous territory unless something
wrong.
"Make the jump into normal space. We attack."
-----------------------------------------------------------------------------
Victory Conditions:
Player one is in a size 5 dreadnaught. You begin the scenario
shields powered down. You must destroy the pirate vessels in order to
Player two is in command of six vessels. Four of size two, two of
three. You must destroy the dreadnought in order to win.
@endnode
@node "Classic" "Classic"
@next "Gamma Encounter"
@prev "Sector12"
Classic:
This is the classic encounter between the Enterprise and the Reliant.
-----------------------------------------------------------------------------
Victory Conditions:
Player one is in command of the Enterprise. It will start in a
random
location in the battle field. You must destroy the Reliant in order
to win.
Player two is in command of the Reliant. It will start in a
random
location on the battle field. You must destroy the Enterprise to win.
@endnode
@node "Gamma Encounter" "Gamma Encounter"
@next "Escort"
@prev "Classic"
Gamma Encounter:
This scenario is inspired by the television show, Deep Space Nine
. It
from the first episode in which we see the J'em Hadaar.
-----------------------------------------------------------------------------
Victory Conditions:
Player one is in command of one size four ship, the Oddessey; and
three
size two ships, Run Abouts. One of the Run Abouts is damaged. You
escape off the left side of the battle field with the Oddessey and
damaged Run About. It will not be easy.
Player two is in command of seven J'em Hadaar vessels. Four are in
close
range to the damaged Run About. You must destroy all the
Federation
intruders to win. The vessels are all size 3.
@endnode
@node "Escort" "Escort"
@next "The Coal Sack"
@prev "Gamma Encounter"
Escort:
Player one:
You are on the last leg of your journey. The three cargo transports
made it this far without any problems. Now you have entered the
Katan
nebula, a favorite ambush site for the pirates. As expected, as soon
as you
enter the nebula, your scope shows several pirate vessels approaching.
-----------------------------------------------------------------------------
Player two:
The transport group must come through the Katan nebula, there is no
other
way. You have readied a rabble of pirates from your local sect to
ambush the
group. Knowing that the nebula will hamper the Escorts'
electronics, this
should be an easy raid.
-----------------------------------------------------------------------------
Victory Conditions:
Player one is in command of three escort ships and three transports.
must get the transports to the bottom edge of the battle field in order
Player two is in command of five pirate vessels. You must prevent
transports from reaching the bottom edge of the battle field.
-----------------------------------------------------------------------------
Environment note:
This scenario takes place in a nebula. Shields will be less
effective
at deflecting damage. The map scanner can only identify targets up
to half
normal range.
@endnode
@node "The Coal Sack" "The Coal Sack"
@next "Design"
@prev "Escort"
The Coal Sack:
This scenario is inspired by "The Gripping Hand" (Larry Niven and
Jerry
Pournelle).
-----------------------------------------------------------------------------
Victory Conditions:
Player one is in command of the MacArthur and Sinbad. You must get
Sinbad off the right side of the battle field or stop all the motie
ships
from exiting the left side of the battle field.
Player two is in command of eight motie ships of varying sizes. You
get any or all of the ships off the left side of the battle field to
-----------------------------------------------------------------------------
Environment note:
This scenario takes place in a nebula. Shields will be less
effective
at deflecting damage. The map scanner can only identify targets up
to half
normal range.
@endnode
@node "Design" "Ship Design"
@next "Combat"
@prev "The Coal Sack"
Ship Design 101:
If you chose ShipYard from the title screen, you will be asked to select
hull size and a technology level. These attributes will effect how
space your ship has , how fast it may accelerate, how much damage it
take, how effective it's weapons are and so on. In places where
techlevel
and size may effect your decisions, they will b e noted. For now,
the bigger
the ship, the more massive it is. The higher its technology
level, the more
effective it's systems and the more space some of them will
take up.
A good ship design depends on what you want from it. You may design
'jack-of-all-trades ' sort of ship, but this will not be as good as
specially-designed, side firi ng tr ansport escort. On the other hand,
side fireing escort is more vulnerable to front and rear attacks.
brings to mind a few things to remember. Know your enemy and know
yourself.
Match strength a ga inst weakness and defend your vulnerabilities.
The design panel is broken up into two parts. On the left side of
screen is an information panel. It contains constantly updated
information
on your current ship design. On the right side of the screen is
the current
design aspect you are working on. There are three design
aspects. The first
one you see is the equipment panel. The other two are
weapons and shields.
First we will discuss the design panel. At the top, under the
design
name, is a box containing information on the amount of hull space
left, crew
efficiency, ship's mass, its maximum speed and acceleration. In
addition,
the box displays power output and rack space.
Below this box are two large gadgets. The one with the disk is for
saving
the current design, the one with the door is for leaving the design
facility.
Beside these two large gadgets are three gold bordered gadgets.
These are
used to change to the other design aspect panels. The top one is
entering the equipment panel. The gadget depicting a clenched fist is
the weapons panel, while the third one, enblazoned with the image of a
green
shield, is for the shield panel.
Equipment Panel
The panel shows the number of each of several systems your ship design
have. Each is described below. In addition, the box at the lower part
the design panel contains a brief description of each device.
Clicking
anywhere within the borders of a particular piece of equipment will
change
the description to that of the requested device.
WARP DRIVES:
Warp drives will allow you to escape a battle scene during
combat phase. Escaping from a battle will only allow you to keep a
certain
number of victory points since losing your ship altogether will add
nothing
to your score. A ship without warp drives may be towed by a ship
with warp
drives in order to allow it to escape.
Space Required: One @{"Tech
Sector" alink "TechSectors" 0}
CARGOBAYS:
Cargo bays are for carrying supplies. Their only use in this
is to make a ship more realistic or to use up some space for a
special
design.
Space Required: One Tech Sector
FIGHTERBAYS:
Fighter bays are launch bays for fighter groups. These
fighter
groups act as a guided weapon and will continue to attack the target
vessel
until either the group or the target is destroyed. Fighters have no
range
limit.
Space Required: Two @{"Tech
Sector" link "TechSectors" 0}s
HULL:
Each ship must have a minimum hull space. This is for crew
quarters
and workspace. Increasing the hull space will increase the crew
efficiency
and thus the general efficiency of your ship. Additional hull
spaces are
also required for marines. Each marine requires one hull space
for living
quarters.
The minimum requirements are listed in the following table:
Ship Size Min Hull Space
1 1
2 2
3 5
4 10
5 20
An increased efficiency will increase the range and damage of
beamed
weapons since your crew will target them more accurately. Also, an
increased
efficiency will transfer to your marines and will help them to
fight off or
to overtake another vessel. To increase the efficiency to two,
add one half
times more than the minimum required hull space. To increase
the efficiency
to three, add twice the minimum amount of hull space.
Space Required: One Sector
RACKS:
Racks hold the targeting and launch hardware for guided
missiles.
Each rack will hold either four light seekers or two heavy seekers
combination of the two. Each rack will give your ship four rack spaces.
light seeker will take up one rack space, while a heavy seeker requires
rack spaces.
Space Required: Two Sectors
LIGHT SEEKERS:
Each light seeker requires one rack space. A light seekers is
missile that homes in on the subspace emmisions of a target vessel.
Light
seekers are effective against enemy shielding.
Space Required: One Rack Space
HEAVY SEEKERS:
A heavy seeker is similar to a light seekers but it has
greater
damage capability and a shorter range.
Space Required: Two Rack Spaces
ENGINES:
Engine generate power for your ships systems and drives.
engine installed will output eight power units. The power output
engines is the amount of power available to you during each turn of
combat phase. You do not want to under power your creations.
Space Required: Two Sectors
DRIVES:
Drives propel your ship. The amount of acceleration and speed
drive will give your ship depends on the ship's mass.
Space Required: Four Sectors
TRANSPORTERS:
Transporters are used for transporting marines to another
vessel.
This is the way in which you may have marines board an enemy vessel
to take
it over or a friendly vessel in order to help defend it. Each
transporter
can transport up to two marines at a time.
Space Required: One Sector
TRACTOR BEAMS:
The tractor beams are used for towing crippled vessels out
danger. Their only use in the game is to warp crippled ships out of
combat arena and thus save some victory points.
Space Required: Four Sectors
ARMOR:
These are extremely hard metal plates capable of deflecting
enemy
fire. A section of armor will absorb all damage from an enemy attack.
a plasma torpedo can destroy a section of armor. This does not mean
that an
armored ship can not be damaged by normal weapons. The armor plating
only absorb damage if it is hit.
Space Required: One Sector
MARINES:
Marines will help defend a ship if it is boarded.
Additionally,
they may be transported to another ship to either defend it (if
it is
friendly) or to overtake the crew (if it is an enemy).
Space Required: One Hull Space (in addition to minimum)
BELTS:
Belts are electromagnetic generators and point defense
weapons
capable of destroying launched weapons. Belts remain charged until
used, at
which point they may be charged again. Each belt has a chance to
shoot down
a fighter or a seeker as well as reducing the strength of a plasma
torpedo.
Space Required: One Sector
The Weapons panel:
Each ship may have up to twelve weapons installed. Each weapon may have
firing arc in any combination of eight firing arcs. No one firing arc
contain more than a certain number of weapons (dependant on ship size).
firing arcs correspond to the octants of the complete circle (each arc
has a
45 degree range).
Below is a chart matching arc with its relation to the ship. Arcs
also used in shield naming. The arrow indicates the front of the ship.
8 1
7 /\ 2
6 -- 3
5 4
The arc correspond to the small lights around the grey triangle in
weapon block. If the light is green, that arc is selected if it is red,
the weapon is not installed in the arc.
In order to select a weapon for a ship, click on the left or right
arrows
below the weapon's name. The computer will change the weapon type to
next weapon for which you have room. In order to select which arcs
install a weapon on, either click on the arc light to toggle installation
click on the corresponding numbered button at the bottom of the panel.
The help box in the design panel will display information about
current weapon type.
The computer will skip some weapons if you do not have the room
install them. Also, a weapon arc may not light up if it will exceed
maximum weapons per arc as given in the following chart:
Ship Size Maximum Weapons per Arc
1 2
2 4
3 6
4 8
5 10
Each weapon requires a minimum amount of space for the targeting and
power
converting hardware. Each additional arc added to a weapon
requires
additional space. Space required is given in two numbers. For
example: 1/2
, 3/16 means that the first arc will require one half sector
while any
additional arcs will require 3/16ths sectors each. The space
remaining slot
on the design panel will only show integer values.
The damage values are given as a number and a typical range ( damage
range) followed by a note. If a d follows the damage value, then the
weapon
will drain additional points from the enemy shielding. The damage and
range
values are for an average ship design. The actual points will vary
depending
on distance fired, crew efficiency, ecm/eccm conflict and
technology level.
Refer to @{"figure
3.1" system "display fig.3.1.iff"} for a
chart of the damage to range ratios. (@{"figure
3.1" system "display
fig.3.1.iff"}
is an ILBM file included with the docs).
Weapons descriptions:
LIGHT PHASER:
A high energy beam weapon which melts through the outer skin of a
enemy
ship.
Damage: 10 @ 15
Space Required: 1/2 , 3/16
HEAVY PHASER:
A larger, more damaging version of the light phaser.
Damage: 14 @ 20
Space Required: 1 , 3/8
SIEGE PHASER:
Siege phasers are the most damaging class of phaser. They
designed for destroying fortress starbases along contested boundaries.
Damage: 20 @ 30
Space Required: 2 , 3/4
PHOTON TORPEDO:
This isn't a real torpedo in the sense of a launched weapon.
Instead,
it is a beam weapon that fires multiphasic (varying frequency)
pulses thus
overtaxing an enemies shields.
Damage: 14d @ 20
Space Required: 2 , 3/4
DISRUPTOR:
The disruptor is slow charging, but has the longest range of any
weapon. It is less accurate than the other beam weapons and can be
evaded by
a fast moving ship.
Damage: 12+TechLevel @ 100 (effected by speed of target)
Space Required: 2 , 3/4
PLASMA TORPEDO:
The plasma torpedo generator has one launch emitter and always has
360 degree firing arc. The weapon requires three rounds of charging
before
the torpedo is ready to fire. Once it is fired, it will home in to
target vessel releasing extreme amounts of energy. A plasma torpedo is
only weapon that can destroy armor.
Damage: 60 @ 32 (looses power at longer ranges)
Space Requried: 15 , 0 (all arcs available to each plasma emitter
installed)
Shields:
Shields are not required, but are a nice thing to have on your
ship.
Shields are assigned to arcs. As with weapon firing arcs, shield arcs
cover
a 45 degree section of your ship. The circle on the shield panel
building shield power on your ship's design.
Each shield strength requires eight shield batteries. Each shield
battery
requires 1/64 space. The number displayed is the actual shield
strength for
a given arc. For example, a value of eight in the area of arc
one means that
shield arc one has a maximum shield strength of eight.
To change the value of a shield arc, click on the lighted box below
arc you wish to alter. Clicking the up or down arrow next to the
shield
control will increase or decrease the shield strength by one.
When you are done:
When your done making a ship design, you can save it or scrap it. If
click on the exit gadget without saving your design, it will be scrapped.
To save your design, click on the large gadget depicting a disk and
blueprint. You will be presented with a file requester to save your
design
with. The requester will only show directories and file which are
designs. Do not panic if your word processing program does not appear
on the
file list, it does not show up because it is not a ship design. The
name you
give for the file will become the ship's design name.
Two things happen when you save a ship design. If enough space
remains
on your ship, the computer will add more shielding. If all the
shield arcs
are full, the computer will add layers of armor. The second
thing that will
happen is that the computer will weed out the empty weapon
blocks. If you
have some empty weapon blocks between full weapon blocks, the
computer will
move the full weapons up. This does not effect the functioning
of the
weapons, it simply keeps things neat.
You may leave the design lab by clicking the exit gadget.
"Now an army may be likened to water, for as flowing water avoids
heights and has tens to the lowlands, so an army avoids strength and
strikes
weakness."
--- Sun Tzu (Sun Tzu, The Art of War)
@endnode
@node "Combat" "Combat Arena"
@next "Battle Phase"
@prev "Design"
Note: if anyone has any ideas of suing me for using Star
"things" in this game, let me know and I will immediately remove
references. I am not using these "things" as a selling point.
-----------------------------------------------------------------
Combat
This is the normal playing mode of the game. Once you select a
scenario
or saved game, the game will begin.
First, the screen will notify you of which player's turn it is. The
other
player should leave the room, but it isn't required. Any keypress or
button
click will bring the player to the ship command area.
There are four command screens. Even though they cover different
aspects
of the ship, they all share some characteristics.
One of these characteristics is the gold bordered gadgets. Every
screen
will have these six gadgets on them somewhere. These are used to go
to the
varios games screens.
-------------------
| A | B | C |
| | | |
-------------------
| D | E | F |
| | | |
-------------------
A - depicts CRS and a rainbow line. Go to Navigation console.
B - depicts a
clenched fist. Go to Weapons console.
C - depicts a white cross on blue.
End this turn of commands.
D - depicts blue graph with DCON. Go to Damage
Control console.
E - depicts green shield. Go to Shield console.
F - depicts
floppy disk. Save game and possibly quit.
Another common characteristic is the tabs at the top of each screen.
These
are used to select among your ships to command. Simply click on one of
tabs and that ship will be ready to recieve your instructions.
The Map
Two control screens contain the map. The map controls are described
here.
The top portion of the map is the actual visual display. Your
current
ship is portrayed by a blue square, usually in the center of the
display. The
map may contain several other symbols each of which have a
different meaning.
Below is a legend.
Blue square - Current vessel.
Green square - Friendly vessel.
Red square - Enemy vessel.
Yellow X - unknown or out of zoom range.
White circle - Plasma torpedo.
Blue circle - Heavy seeker.
Red circle - Light seeker.
Grey hash - fighter group.
4 Brown dots - asteroid.
The map display also serves as a target plotter. If a red square is
the current display, you may click on it to make it the current target.
information will be displayed below the map in the target information
block.
The map console is very full of information. In addition to the
display
and information, there are several buttons for handling predictions.
There
are also the gold bordered screen gadgets.
Two of the additional tools on the map are ovoid gadgets depicting
magnifying glass. These are used to zoom in and out as labeled. The
will only go out to a zoom factor of 5. Each zoom factor is
approximately 2
times the area of its previous fact
Next to the magnifying glass is another number. Beside which are two
gadgets. A plus and a minus. These are used to predict the location of
objects on the display during a given turn segment. You can click on
these
gadgets to get an idea of w
The current power readout is also on the map console. It is simply
measure of available power for this turn.
Navigation Console
The navigation console consists of the scanner map and a
navigational
array. The map has already been described.
On the navigation console you will find two lists of 16 numbers.
These
are your current ships course and speed for the 16 segments of the next
turn.
You will also notice a dark area with a small green anchor next to one
of the
rows of the lists. This
Connected to the lists of numbers is a box containing a circle
within
which are some blue buttons and a number. These four buttons are used
change the course of your ship. They correspond to the compass
directions.
0
315 o 45
\ | /
270 o- xxx -o 90
/ | \
225 o 135
180
The red arrows are also buttons, which correspond to their
respective
compass directions.
By clicking these buttons, you can change the number in the box toward
value the blue button represents. If you double click the button, the
value
will immediately become the button's representational value. The
number
between the blue buttons is the current desired course change.
Clicking on
it will activate the course change.
You may not be able to move to the desired value in the time
allowed
during the next turn. It depends on your speed, available power and
number
of functioning drives.
The course change will begin at the segment immediately following
green anchor. So if you wish to start a course change at segment 8,
would click in the space next to the 7th row of the course list. The
green
anchor will move to that spot.
Above the course changer are pictures of a turtle and a rabbit.
number beside each represents the minimum and maximum speed your ship
attain in this turn. The rectangle with the purple spot in it is used
change the speed. Clicking on it near the rabbit will increase your
speed
while clicking near the turtle will decrease it.
Also, you can engage the warp drive from the navigation screen. This
only possible if you have some warp drives remaining and it is after
number 10. Engaging the warp drive will cause your ship to escape the
battle
scene, but not necessarily win the scenario.
Lastly, the navigation screen contains a nameplate for your ship.
serves no practical purpose.
Weapons Console
The weapons console contains the map console. The map has already
described.
On the left of the screen is a bank of weapons your ship has. Blocks
are shaded are damaged weapons, these are unavailable to you. Blocks
contain the EI logo are empty weapon blocks, they represent no loss.
Finally,
there will be blocks containing information.
------Weapon Name------
Arcs Charge F C D
Status target information
-----------------------
The arc circle displays the available arcs the weapon can fire in.
triangle represents your ship. Green lights indicate a go status, while
ones are not in the firing arc.
The charge status indicates the readiness of the current weapon. If it
a green light, you may fire it in this turn. Some weapons require more
one charge before they can be fired. In these cases the charge
status
indicates how many charges rema
A weapon can only be charged once per turn. This is done with the
button. A weapon will not hold its charge for more than one turn, so if
do not fire it when it is ready, you will lose the charge. In the case
plasma and disruptors, the charge
Weapon Power
Light Phaser 1 unit
Heavy Phaser 1 unit
Siege Phaser 2 units
Photon 5 units
Disruptors 2 units for 2 turns (4 units in all)
Plasma 5 units for 3 turns (15 units in all)
If you have charged a weapon and decide you do not want it to be
charged,
you may drain the weapon. This is done with the D button. In this
case, any
power put into the weapon during this turn will be taken back out.
Finally, you can fire you weapon. you may only fire a weapon if
status is green and you have a target aquired on the map. An aquired
target
need not be showing. The aquired target is the one which the map's
target
information block is displaying.
The target information will help you decide what and when to fire.
displays the range of the target at the beginning of the turn. It
contains a display called Arc. The two numbers are the target's shield
facing your current ship and the c
Damage Control Console
This screen displays information on the amound of damage your vessel
sustained. It also shows the number of crew members, drives, engines,
cargo
holds and missile racks remaining. Most important of these are the
three
boxes labeled damage, extra and crit.
Damage is the percentage of damaged space your ship has sustained
far. The larger this number is, the more extraordinary damage your ship
recieve.
Extra represents the amount of extraordinary damage your ship
recieved. Extraordinary damage is caused through the loss of crew
members,
marines or jammer/sensor equipment on board. The more extraordinary
damage
you recieve, the higher your chance to recieve Critical damage.
Crit represents the number of critical points your ship has
remaining.
When this reaces 0, your ship is destroyed.
Shield Console
The shield console is used to charge jammers and belts. It is also
to order the transport of marines and towing of vessels. In addition,
it is
used to manipulate shields.
Ecm and Eccm are similar devices. Ecm will jam an enemies
targeting
capability, making it less accurate. Eccm is a jammer jammer. It
counteract the enemy's Ecm, possibly neutralizing it. Charging your
Eccm can
mean the prevention of damage.
Belts can also be charged here. Ecm, Eccm and belts are all
manipulated
in the same way. The left arrow will decrease a charge while the
right arrow
will increase it. Belts will remain charged until they are used,
Ecm and
Eccm must be charged each turn
Clicking the tractor beams will pop up a list of vessels in tow
vessels available for towing. The number on the display represents
number of remaining, functioning, tractor beams. The column of red names
those ships on the current vessel's tow list. When a ship escapes using
drives, any vessels in tow will go with it. A ship may tow one other
for every functioning tractor beam it has. A ship may only be on one
list at a time. Clicking the yellow checkered gadget will close the tow
display.
The transporter is operated with the left and right arrows. To order
transport of marines, you must click the right arrow. This will increase
number of marines to transport. The current target, displayed at the top
the screen, will be the transport target. If the target is friendly,
these
marines will join those of the target vessel. If the target is an
enemy
vessel, they will attempt to overtake the crew. Weapons fire does
discriminate between enemy and friendly marines. Firing upon a
boarded
vessel may result in the death of some of the boarding party.
The circle occupying the left portion of the screen contains
shield
information. Each number represents the current charge of a shield
arc as
well as the number of uncharged batteries. Batteries will become
discharged
from absorbing weapons fire. The number on top represents the
current shield
charge while the number on the bottom of each box represents
uncharged
batteries. To manipulate a shield arc, click on its display box, a
requester
will appear.
____________
| xxx |
| |
| n |
| mode |
| |
| t |
| |
| yyy |
| |
| ok cancel|
------------
xxx represents the maximum number of power units available for the
current
mode.
n is the shield arc which you are manipulating.
mode is one of three types - charge, drain or transfer.
t is only important during a shield transfer. It is the arc you wish
transfer power from.
yyy is the number of energy units you wish to apply to the current mode.
ok and cancel are self explanatory.
There are three modes of operation - charge, drain and transfer.
Charge means that you want to charge yyy batteries of the current arc.
maximum represents the number of batteries left to charge or the number
power units available to charge them with. Whichever is smaller.
Drain is useful if you need emergency power. It is inefficient,
maximum represents the number of charged batteries. yyy is the number
batteries you wish to drain. The amount of power you recieve will only be
in every four units. So if you drain 16 batteries you will get 4
power
units.
Transfer is a more effiecient way to charge another shield arc with
power
from the current shield arc. It is not a 1:1 ratio, but it is better
draining then charging. The power transfered will be half the number
batteries you drain. The number at the top of the requester is the actual
maximum number of batteries you can charge with power from the selected
shield arc. So if you transfer 16 units from shield arc 4, shield arc 4 will
be drained by 32 units.
Ok to make it so, cancel to change your mind.
When you are done entering orders for this turn, click on the
bordered gadget with the white cross. This will allow the next player
enter commands. When the second player is finished, the battle phase
begins.
"If wise, a commander is able to recognize changing circumstances and to
act expediently. If sincere, his men will have no doubt of the certainty of
rewards and punishments. If humane, he loves mankind, sympathizes with
others, and appreciates their industry and toil. If courageous, he gains
victory by seizing opportunity without hesitation. If strict, his troops are
disciplined because they are in awe of him and are afraid of punishment."
--- Tu Mu (Sun Tzu, The Art of War)
@endnode
@node "Battle Phase" "Battle Phase"
@next "End"
@prev "Combat"
Battle Phase
At the beginning of each battle phase, you will be asked which ship
center the action on. After selecting a ship, the next turn of
battle
begins.
The battle screen contains few controls. There are two magnifiers
zooming in and out, a pause button and a display of the center ship's
name.
You may zoom in and out at any time during the game, paused or not.
After
all 16 segments are over, the display will stop and a new button will
appear.
Press this continue button to go to the next round of entering
commands. You
may also use this time to study the situation. Pausing is
disabled at this
point, since it is pointless.
"All warfare is based on deception."
--- Sun Tzu (Sun Tzu, The Art of War)
@endnode
@node "End" "End Game"
@next "Credit"
@prev "Battle Phase"
When you grow tired of playing Cosmic Battles, press escape while on
title screen. Your computer will be restored to its previous state.
"The dead cannot be restored to life."
--- Sun Tzu (The Art of War)
@endnode
@node "Credit" "Credits"
@next "History"
@prev "End"
Amiga Programming and art work - Eric Smith
Using SASC/C++ v6.51, DeluxePaint
IV, Imagine
2.0, and the
Perfect
Sound
digitizer.
I used Heddley, by Edd Dumbill to write the AmigaGuide
document.
I would like to thank Al Grossman of JingleSmith Studios for
helping
me find some of the sound effects.
At the time of this writing I have not decided on crippling the program
not. If you like the game, please consider a $20 donation to the
following
address. I will send you a floppy with the latest version on it if
cripple the shareware release. You may send suggestions to this address
my email address.
Eric Smith
1304 Comer
Clovis, NM 88101
Email:
SmithE@math.enmu.edu
@endnode
@node "History" "History"
@prev "Credit"
I do not, generally, keep a journal of progress on my projects.
11-16-94
I have been working on this program for six months. Interest in
projects is generally low and I can no longer afford to continue work on
one. If interest picks up, I am certainly willing to pick up the work
also.
09-12-95
Cosmic Battles has been rewritten from scratch. The Amiga has
since
died, but I will finish this program anyway.
10-06-95
Finished in house testing of functions. All that remains is
tweaking
of the internal scenarios.
10-09-95
Released Cosmic Battles v2.00 for general public.
10-11-95
Found and fixed two minor bugs. Version now 2.11.
- Shield Transfers repaired.
- Occasional deadlock on information requesters repaired.
@endnode
@node "TechSectors" "What's a Tech Sector?"
A tech sector is an amount of space equal to the ships technological
level
plus nine.
For instance: a ship of tech level 3 would mean that a tech sector
would
occupy 9+3 or 12 sectors.
@endnode
@node "Registration" "Registration"
The unregistered version of Cosmic Battles has a play limit of 15 turns
well as all save features being disabled. I would like to just give away
game, but I have spent a considerable amount of time writing it and
society
imposes financial responsibilites on everyone.
The requested registration fee is $25.00 US. If you feel you wish
more. I won't complain. Payment may be in cash, check or money order.
It is
not recommended that you send cash. If you do, the post office
suggests you
send it in an envelope which no one can see through or wrap it
so that it is
not visible.
With the paid fee, I will package the registered version and mail it to
Included with this will be an 68030/68881(2) version. Registered
versions
will be sent in a timely manner.
Registration requests should be sent to:
Eric Smith
1304 Comer
Clovis, NM 88101
Thank you.
@endnode
@node "Bugs" "Bugs"
In the event that you do find a bug, please report it to me at
USPS:
Eric Smith
1304 Comer
Clovis, NM 88101
EMAIL (FIDO):
Eric Smith@1:318/19
(INTERNET):
So sorry, our town has no access to the internet.
@endnode
@node "Author's_Notes" "Author's Notes"
Many years ago, I played a game called Cosmic Balance. I found it to be
interesting and fun but I've only seen it on the 8 bit machines. When
bought my Amiga 2000 in 1990, I decided to write a version for the
generation of 16 and 32 bit machines.
The first incarnation worked, it had sound effects and some graphics. It
worked on my machine, though. I never figured out why. The project got
packed up and
promptly lost. Meanwhile I continued to study for my Bachelors
Degree. Near
the end of my studies, I found that others were interested in
this game. So,
I took up the keyboard again and set out to create a second
incarnation. This
one I had up to an early alpha-beta stage. It was
playable to a point and I
even distributed to several people spread over the
US. Alas, finals and
studies came up and the second try at Cosmic Battles
had a bug in it I just
could not chase down.
Now, I have graduated. While looking for a job during the summer, I
found
that I had much spare time on my hands. Time enough to finish my art
work.
So, Cosmic Battles 2.00 project began. This time, there were no stops.
would not settle for anything less than perfection. I also decided
implement my variations on the theme. So, I began work.
Responses from the second version (that first one had no version since
really didn't go anywhere), of Cosmic Battles helped in my redesigning of
interface. My practice and study of art work in other games has helped
me in
creating the art work in Cosmic. My friend, also owner of a
professional
sound studio, helped me to find and create sound effects. My
new 030/33Mhz
accelerator made the wait time on ray trace rendering and
compile time
livable. The title screen of Cosmic Battles v1.00 took 8 days.
Now, it takes
less than an hour. All of these ingredients have come together
to make the
game you see today.
"Treat the captives well, and care for them."
--- Sun Tzu (Sun Tzu, The Art of War)
"All the soldiers taken must be cared for with magnanimity and sincerity
so that they may be used by us."
--- Chang Yu (Sun Tzu, The Art of War)
@endnode
@node "Legal" "Legal"
I am not responsible for any damage caused by this software. Nor am I
responsible for any mental anguish caused by same.
This software is shareware. If you use it, please consider registering
@endnode