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WHATSNEW.TXT
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1996-07-22
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4KB
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98 lines
The following is new to V2.1.
1) Point and click movement. Hit 'g' or 'Goto' from
the menu, the cursor changes to a 'To' and you click
where you want the guy to go. Note that the upper
left hand corner of the force is the control square.
This means that wherever you click, the upper left
hand "square" of the force will try to place itself
there. (Note that a troop - a size 1 force - isn't
affected by this.)
2) Toughness modifiers of -1 and -2 for side and
rear hits, respectively.
3) Aiming. If you don't expend any movement points,
the guy is "aiming" and gets a 10% shooting skill bonus.
Additionally, with the extra time spent, the force is
able to find the soft spots better. Therefore, there
is a +1 Weapon Strength modifier when Aiming at Size 1
forces within 10 squares, Size 2 forces within 20
squares and Size 3 forces within 30 squares.
4) Best of all: Comprehensive Morale Rules!! Each
guy starts his Fear Factor at 0. Here's the modifiers:
["Per Size" means 1 (troop size), 2(mech), or 3(tank).
So a tank blowing within 10 squares adds 30% to the
Fear Factor. For "LOS" below, that's Line of Sight even
if the guy isn't facing that direction - so even behind
a trooper it would count (due to the general awareness
of things blowing up around you...:)]
+10% per size - Friendly Force dies within 10 squares
+5% per size - Friendly Force dies outside 10 squares but within LOS
+5% - Force takes 25% wounds in one turn.
+10% - " " 50% " "
-5% per size - Enemy Force dies within LOS
Also, at the beginning of each turn, after the Panic Test,
each force has its FF reduced by the following amount:
-20% if more than 2/3 of the army is still on the battlefield
and unpanicked
-10% if more than 1/3 and less than 2/3 " " " "
0% if less than 1/3 of the army " " " "
Also, each force has a morale modifier of "Never Panics"
or -100% to +100% (always panics.)
At the beginning of each turn, take the Fear Factor(FF) and
add the morale modifier. If that totals over 0%, then you take
a d100 roll. If it's less than the modified FF, the force panics.
Example: Two tanks blew up next to a mech, giving a FF of
60%, the mech has a morale modifier of -20%. At the beginning
of the next turn, if the mech rolls a 40% or less, it panics.
After the morale roll, 20% is subtracted from the FF. So
it'll take 2 turns for the mech to fully recover from the
tank deaths. (Assuming >2/3 of the army is still around.)
What's it mean to panic? Vehicles will make the minimum
movement, including stopping. Non-vehicles will not be able
to move *any* closer to enemy forces that they can see (that's
an important note!) During Phase II, the forces have to
shoot at the nearest enemy (within 15% anyways.)
Also, panicked troops will have a -10% mod to their shooting skill
and a -1 Weapon Strength modifier (for shooting wildly).
Now, the FF ranges from -100% (in which case it's a "courage
factor") to +100%. The only way to get into the negative
range is to blow up the enemy. Once the FF gets to -80% or
lower, the force is *so* charged, that he forgets
his fear and spends the extra time aiming (believing he
simply *can't* be hit!) This gives the force a 10% shooting
skill bonus and a +1 Weapon Strength modifier regardless of
range. So aiming and courage together can give a +20%
(+2 Weapon Stregth) bonus.
At the end of the battle, a Morale Modier bonus of -5% can be
handed to the winning forces along with the regular shooting,
toughness and hit point bonus (under the heading of "Nerves
of Steel").
5) The sound has been totally revamped with Jon Ratcliffs
system. Note that you must run SETUP.BAT before running C7
to properly setup the sound (even if you don't have a card
- choose "No Soundcard".) The drivers included are only a
sample of the most popular ones. If you have a card that isn't
shown, visit the web site or send me email, and I'll send it
to you. This was an attempt to keep the .zip file size down.
Enjoy!
Michael Cooney
Boku Strategy Games
http://www.nitehawk.com/Boku
cooney@ix.netcom.com
(800) 535-7068 (voice & fax)