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- - - IMPERIUM - - -
THE WARGAME OF THE MILLENNIA
Multi-Player Version 3.46
A door game designed to run under PCBoard v12 & 14
9 December 1990
Copyright (C) 1988, 1989, 1990, Search IV. All rights Reserved
Imperium v3.46 9 December 1990 Sysop Documentation ______________ ___________________
Registration
The software in this package is a demonstration version of Imperium. The
game is completely functional but it will only allow games to run for four
weeks. No time bombs, warning sirens, or deleted files, any games over 30
days old will simply cease to cycle. If the game works well on your BBS and
your callers enjoy playing Imperium, then please register it. Any games that
were held up by the registration timeout can be resumed by placing the key
file in the directory that the game is running from.
Registration is only $20 and it gets you the current version of Imperium;
support and assistance (beyond basic installation help) is an additional
$10/yr and gives you access to all updates and beta-codes as they become
available, as well as access to the Imperium Support Conference on the Castle
of the Four Winds BBS.
If this sounds like a great deal to you, please fill out the attached order
form (Appendix D) and make your check or money order (in US Funds only,
please) payable to:
Christopher King
2215-1 Dublin Lane
Diamond Bar, Ca 91765
It generally takes us about 8-10 days to process an order and get a disk
out in the US Mail (Unless otherwise requested all disks mailed out will be
360k 5¼" media). You can, however, download your Imperium key file from the
Castle of the Four Winds. We recommend that you call when you mail the
registration and let us know to post your key file. Your key file will then
be made available as soon as we receive the registration fee. If you have a
FIDO or RBBS Net address, please notify us of it and if you have no
objections we'll file-send the key file to you directly.
Disclaimer
IMPERIUM is distributed in an as-is condition. There are no warranties
either expressed or implied. By setting up and running IMPERIUM, you are
acknowledging that any damage that may occur by the operation of this program
(physical or monetary) does not make Christopher King, The Castle of the Four
Winds, or Search IV liable for anything more than replacing the Imperium
software.
- 2 -
Imperium v3.46 9 December 1990 Sysop Documentation ______________ ___________________
Installation
De-arc the IMPERIUM archive into the sub-directory that you plan to have
the game run out of; the program does not require any special naming
conventions with regard to drive or path names. The most basic setup for
the game simply involves typing IMPINIT, from the DOS prompt. This will
cause all data/map/communication/result files associated with previous
games to be deleted and a new map and data files will be generated. When
this process has completed (3-5 minutes) the game will be ready to run.
ImpInit requires the file CITYNAME.DAT in order function properly and
will create the following files:
Imperium.Sys - Imperium configuration and system data [binary]
ImpCity.Dat - Imperium City data [binary]
ImpPlay.Dat - Imperium Player data [binary]
ImpMap.000 - Imperium master map file [binary]
City.Out - List of cities created [text]
Map.Out - Text file version of Map file. [text]
The Sysop has several ways of controlling the way the setup and play of
the game; the Imperium configuration file can be altered to affect the
characteristics of the units, the vulnerability of cities and forces, and
the reports that are generated; the type of map that is created by the
program can be controlled via command line parameters to ImpInit; and
custom maps can be created and used. Each of these ways is discussed in
greater detail in the following sections.
The most basic way for the Sysop to control the setup of the game, is by
altering the Imperium configuration file (IMPERIUM.CFG). The format of this
file is given in Appendix A. It is a ascii text file that can be edited
with any simple line editor, by changing the values in this file the Sysop
can control the probability of successful attacks against enemy units,
enemy cities, and uncontrolled cities; the score file format and content
can be specified; the cost, movement, strength, hardness, and range of all
the unit types in the game can be controlled; the cruise missile warhead
types and power can also be specified. New with the 3.3+ releases the sysop
can also specify each player's starting forces. It is recommended that
players only start with ships in custom game setups, there are no guarantees
that all players will start out with ports in a random map.
In this release the ImpInit program has been completely redone, adding
three new command line parameters, Rivers, MaxRad, and MinRad. A substantial
speed increase is also present. An error checking routine has been added if
the program is unable to place the player cities, aborting the run after
three tries. Since the initial player cities must be placed at least 20
units distance from each other (on a random setup), and some maps will not
allow for such placement. A MAP.OUT file however will always be written,
therefore you can edit map.out adding cities and run it through again using
the /F parameter. Starting Player cities in Graphics mode are now displayed
in white for easier map checking.
- 3 -
Imperium v3.46 9 December 1990 Sysop Documentation ______________ ___________________
ImpInit Command Line Options:
/G - Graphics on.
ImpInit will display the map as it is created.
Very useful for examining the playability of a
map. EGA & VGA systems only. [Default Off]
/L - Land masses.
Determines the number of land masses that
ImpInit will create. Values less than 15 will
produce maps that consist of a large ocean with
islands. Values greater than 30 will create maps
with large continents and several potentially
separate seas and lakes. Values less than 10 may
not initialize properly and are not recommended.
[Default 20]
/R - Rivers
Determines the number of river branches that
will be created. Rivers are started only on
land and continue towards a large water mass
or the edge of the world whereupon they stop.
If a river intersects another river already
in place it stops forming an upstream branch.
There is a slight chance of a river looping
and connecting itself. Suggested parameter
size 20.
[Default 0]
/M - Mountains.
Determines the number of mountain ranges that
will be created. Mountains are created only on
land, and there is no checking to make certain
that cities are not locked in. The value for
this option should be about equal to the Land
mass value (i.e. if /L20 is specified, /M20
is recommended.
[Default 0]
/S - Swamps.
Determines the number of swamps and marshes that
will be created. Swamps are created only on land
and only near water or rivers. The value for
this option can be fairly high (up to double the
land value) but not too high or ImpInit may have
difficulty placing the cities on the map.
[Default 0]
/X - Change Maximum Land mass radius.
This parameter allows you to change the maximum size
of each individual land mass created. Values
over 50 equal 50, and values less than minimum
radius = minimum radius.
[Default 20]
- 4 -
Imperium v3.46 9 December 1990 Sysop Documentation ______________ ___________________
/Y - Change Minimum Land mass radius.
This parameter allows you to change the minimum size
of each individual land mass created. Values
less than 3 equal 3 and values greater than maximum
radius = maximum radius.
[Default 5]
/F - External Map.
Determines whether or not the game map should be
created by ImpInit or read in from an external
file. The format of the input file is discussed
in the next section. The form of the option is
/F<file name>. (i.e. /FInput.Map).
[Default None]
Samples:
Impinit /G /L20 /R20 /M20 /S20
Fairly standard land campaign may or may not have
a continuous ocean.
Impinit /G /L60 /R20 /M20 /S25 /X7 /Y3
A definite Island campaign.
External Map Files
The sysop also has the power to create custom maps for IMPERIUM. The map
file must be 100 characters wide by 100 lines long; the characters that can
be used in the making the map are:
[.] - Water
[+] - Land
[^] - Mountains
[≈] - Swamps
In this current version of IMPERIUM, the Sysop can choose to place all,
some, or none of the cities in the map file. It is important to note
however that if any cities are specified, the first fifteen cities MUST be
specified using the characters '1'..'0' and 'A' through 'E'. Any other
cities can be placed using any of the following [*,O,o,X,x].
- 5 -
Imperium v3.46 9 December 1990 Sysop Documentation ______________ ___________________
Running Imperium
Included in the IMPERIUM archive is an example batch file for bringing up
IMPERIUM under PCBoard. There are several requirements for running
IMPERIUM:
[*] A PC-AT or clone. The door could probably be run
from an XT if the clock speed was turbo'd to at least
10 Mhz. Anything slower than 10 Mhz and your callers
are going to die of boredom during the screen updates.
[*] 640k of memory...for a full 15 player setup. The number
of players that can participate in the game is a direct
function of the amount of available machine memory. At
this time Imperium does not support EMS.
[*] 500k - 1.5M of disk space. This factor depends on a number
of things; such as the number of players and how 'inter-
active' they are. IMPERIUM makes no checks for disk
space.
This would also seem to be the appropriate place to mention that Imperium
handles ComPort I/O in one of two manners; either through the use of internal
asynchronous communications routines or through calls to a fossil
communications driver. As of this release there is only one integrated
version of Imperium; it will detect the presence of a fossil driver and
utilize it if found, otherwise it will revert back to it's internal i/o
code. The internal I/O routines should be fine for most BBS's that run at
baud rates of 9600 or less. If your system runs at a higher speed or utilizes
locked baud rates to improve your users' data throughput then you need to use
an external fossil driver along with Imperium (Imperium has been successfully
tested with X00, BNU, and OpusComm).
Getting back to the more pressing matters at hand, running IMPERIUM.
IMPERIUM takes two command line parameters. The first is the path to the
PCBOARD.SYS file and the second is the version of PCBoard that is being
used.
For example:
C> IMPERIUM D:\PCB14\ 14 <-- Get PCBoard.Sys version 14 from D:\PCB14\
IMPERIUM can be run in local mode, by entering:
C> IMPERIUM LOCAL
The program will then prompt the user for his/her name.
The following is a copy of the batch file that we at the Castle of the
Four Winds use to run IMPERIUM:
c:
cd \doors\Imperium
Imperium D:\Pcb14\ 14
d:
cd \pcb14
board
- 6 -
Imperium v3.46 9 December 1990 Sysop Documentation ______________ ___________________
Midnight Event
IMPERIUM must be cycled every night, in order for movement counters to be
reset, new units constructed, revolts enacted, bulletins generated, etc.
The program that does this is called IMPCYCLE. No command line parameters
are necessary. If the configuration file specifies that bulletins are to be
generated then the files IMPRIUM.RPT and IMPRIUMG.RPT will be created. The
following is an example of what to include in the EVENT.SYS file.
CD \Doors\Imperium
ImpCycle
Copy Imprium.Rpt D:\PCB14\Games\GBLT8
Copy ImpriumG.Rpt D:\PCB14\Games\BLT8G
Sysop Functions
Function Activating Key Description
Snoop F-key 8 Pressing this key toggles the Sysop
Snoop on & off. When the snoop
is off, a screen displaying who is
playing and how long they've been on is
shown.
Eject F-key 9 Pressing this key immediately causes
Imperium to shut down, save off all
player files and return the user to
the BBS.
Chat F-key 10 Pressing F10 causes Imperium to enter
a full screen sysop chat mode. The sysop
and user can type back and forth inter-
actively. The screen does not scroll but
rather returns to the top after the screen
fills. To exit chat mode, press the ESC
key, this causes Imperium to restore the
users screen (monochromatically), and re-
turn to whatever it was performing.
- 7 -
Imperium v3.46 9 December 1990 Sysop Documentation ______________ ___________________
Sysop Utilities
Distributed with the Imperium door program is a sysop utility program
called, ImpUtil. This program is a much reworked and rewritten
version of the original ImpUtil; there are still some functions that need
implementation but for the most part the program is complete. The user
interface has been redone into a pulldown menu format (sorry, no mouse
support as yet). Anyway, just about all the game data and parameters are
modifiable through this program.
The menu for ImpUtil looks like the following:
System Players Cities Units Maps
~~~~~~ ~~~~~~~ ~~~~~~ ~~~~~ ~~~~
ImpUtil Functions
1. System - All the game level system parameters are modifiable through
this function; the submenu looks like:
+------------+
|Bulletin |
|Info |
|MaxPlayers |
|pK Values |
|Strat Forces|
+------------+
... Bulletin brings up another submenu that allows all of
the bulletin functions to be altered.
... Info displays all the basic system level game parameters:
Current day; Number of Players; Number of free cities,
etc.
... MaxPlayers allows the maximum number of players allowed in
the game to be altered.
... pK Values allows editing of the probability of kill
values.
... Strat Forces allows the sysop to define the four warhead
types that will be used by cruise missiles in the game.
The parameters that are edited are:
a) Radius of effect. Fairly obvious, this value
specified how much territory a warhead will damage.
This region is 'rounded' on the map, rather than
square.
b) Damage class. This value is the specifies the
'type' of warhead. There are eight classes (0..7)
which are explicitly defined in appendix B. The
damage gets worse from 0 (conventional) to 7
(dirty fusion).
c) Probability of dissipation/expansion. Only
applicable for chemical and biological warheads.
Chemical effects will dissipate over time.
Biological effects will spread. This parameter
governs how quickly.
- 8 -
Imperium v3.46 9 December 1990 Sysop Documentation ______________ ___________________
2. Players - Use the arrow keys to select the empire to edit. The page
up/down keys will also move you through each Empire after
you have made the initial selection; the home/end keys will
go to the first and last empires. Pressing the [E] key will
put the program into edit mode. The Empire Name field will
be highlighted initially; use the up/down arrows to move
between this field and the Player Name. Press Enter to change
the names. To edit the units press the [Tab] key after
entering edit mode, use the up & down arrows to select the
unit to edit and press [E] again to change characteristics of
the unit or press [A] to add a new unit to the players forces.
3. Cities - The city editor submenu looks like the following:
+----------+
|Empire |
|Goto |
|Name |
|Production|
+----------+
... Empire allows the sysop to selectively edit only the
cities of a given Empire.
... Goto a specific city (number) and start editing from
there.
... Name will ask and search for a specified city name.
... Production allows the sysop to selectively edit only the
cities that are producing the specified unit.
4. Units - All of the general cost and movement values for each unit
class are editable through this function. Use the tab and
shift tab to move from field to field. Press Enter to change
the data.
5. Maps - This menu combines the old map view function with the long
awaited and almost fully functional map editor!
+------+
| View | >>-----> +------------+
| Edit | | Master |
+------+ | Empire |
| Production |
| Forces |
+------------+
... The view function brings up a really sharp high-res
graphics view (EGA/VGA) of the map type selected. All the
functions display the master map, with the lower three
overlaying a view of either the empire's map, what the
cities are producing, or the forces currently out there.
... The edit function brings up a full screen map editor that
works very much like the normal Imperium edit function.
All the terrain is editable, but the cities are fixed.
- 9 -
Imperium v3.46 9 December 1990 Sysop Documentation ______________ ___________________
Known Bugs & Anomalies
[*] There is no validation done on the map other than checking to make
certain that the first fifteen cities are spaced over 20 units away
from each other. This means that it is possible for islands to be
created without ports, and mountain ranges to lock cities in. The
sysop should validate the game map either via the ImpInit /G option
or by examining the output file produced by ImpInit, MAP.OUT. This
file can be edited and fed back into ImpInit using the /F option.
[*] Submerged subs become temporarily visible during results when
neighboring a unit that sees someone else approach.
- 10 -
Imperium v3.46 9 December 1990 Sysop Documentation ______________ ___________________
Credits
The IMPERIUM program was written in Turbo Pascal 5.5 by Christopher King
under the auspices of Search IV. The program has been alpha & beta tested
on the Castle of the Four Winds BBS in Diamond Bar, Ca and all requests for
support and registration of this program should be directed to:
Search IV
attn: Christopher King
2215-1 Dublin Lane
Diamond Bar, Ca 91765
or electronic mail can be left on
Castle of the Four Winds
(714) 860-3213
RBBS Net 8:911/202
FIDO Net 1:103/315
or on CompuServe to ID:
74017, 1665
Expect a 1-2 week delay on Compuserve Communications.
The online costs have driven us down to about
two to three times online a month.
- 11 -
Imperium v3.46 9 December 1990 Sysop Documentation ______________ ___________________
Closing Kudos
Many thanks to the following people:
Carl Evans, Sysop of the Warboard, for his feedback and tolerance of a
novice door writer.
Frank Koenig, for giving me the push to actually write the program.
Jim Beveridge, for giving me a lot of valuable feedback and background
info on the original game of Empire.
Kevin Porter, for writing the fossil interface and supplying suggestions
and improvements for higher performance machines. And for providing me with
a lot of help in tracking down the vicious memory mites and range worms.
Tom Hazel, for allowing me to use his sorting algorithm to greatly improve
the speed of the unit sorts.
Mike Bandoian, for putting all the time and effort into making ImpInit work
like it has Warp-drive; making the gas & bio secondary effects work as
advertised... and then adding even more features (including docs).
Michael Williams for a lot of invaluable help with improving the code logic
to improve the execution speed and keep down the executable size.
Rob Teoh, Wayne Shaw, Shelby & Tracy Noonan, and Gary Bush for all the
suggestions on ways to improve the game, the user interface, and just
about everything else.
The residents of the Castle of the Four Winds for their extreme
tolerance during the alpha & beta testing of the door; for putting
up with all those unfinished games.
And most especially, extreme thanks are due to Sheila King for all
the help, support, and Mountain Dew that it took to put this all
together.
- 12 -
Imperium v3.46 9 December 1990 Sysop Documentation ______________ ___________________
Appendix A
Imperium Configuration File
The sysop has the power to alter the IMPERIUM configuration file,
Imperium.Cfg. This file controls a large number of key factors to the
game, including:
[*] Maximum number of players. How many people can
participate in the game at any given time. Defaults to 15,
but for sysops with more memory constrained systems the
number of players can be set lower.
[*] Bulletin report generation. How much information is displayed
by the report, how it is to be ranked, and whether or not a
color report is to be generated.
[*] Probability of Kill (pK) values. What percent chance of
failure does an army have when attacking an unowned city, an
enemy city, or do units have when attacking enemy units.
[*] How far can each type of unit can move in one day. How many
days does it take to build each type of unit. How much damage
can each unit take, and how much damage it can give.
The configuration file is a sequential ascii text file that can be
modified with any standard text editor. The format of the file is of
critical importance. It is recommended that any changes be made to a
copy of the file that comes with the IMPERIUM archive. In the event
that this file is not in the archive or that is somehow was damaged or
destroyed. The IMPERIUM.CFG file format is as follows.
Lines 1- 5 : Header information, non-critical.
Line 6 : Maximum number of players allowed in the game
Line 7 : Initial number of cities on the map
Line 8 : Sysop Snoop Default
Line 9 : blank delimiter line
Lines 10-16 : Bulletin generator controls
Line 10 : Bulletin On (1) / Off (0)
Line 11 : Bulletin Ranking by Cities (1) by Forces (2) by Score (3)
Line 12 : Display users name: Yes (1) / No (0)
Line 13 : Display total cities : Yes (1) / No (0)
Line 14 : Display total forces : Specific (2) / General (1) / No (0)
Line 15 : Display score : Yes (1) / No (0)
Line 16 : Generate color report: Yes (1) / No (0)
Lines 17-19 : pK information
Line 17 : percent chance of failure of an attack on an enemy city
Line 18 : percent chance of failure of an attack on a free city
Line 19 : percent chance of failure of a force on force attack
Line 20 : blank delimiter line
- 13 -
Imperium v3.46 9 December 1990 Sysop Documentation ______________ ___________________
Lines 21-32 : Number of each type of unit that players start with
Line 21 : Starting number of Armies
Line 22 : Starting number of Fighters
Line 23 : Starting number of Tanks
Line 24 : Starting number of Destroyers **Use with Caution**
Line 25 : Starting number of Submarines **Use with Caution**
Line 26 : Starting number of Troop Transports **Use with Caution**
Line 27 : Starting number of Cruisers **Use with Caution**
Line 28 : Starting number of Aircraft Carriers **Use with Caution**
Line 29 : Starting number of Battleships **Use with Caution**
Line 30 : Starting number of Cruise Missiles
Line 31 : Starting number of Engineers
Line 32 : Starting number of Dredges
Line 33 : blank delimiter line
Lines 34-38 : Unit Configuration: Army
Line 34 : Max moves per day
Line 35 : Max hits per army
Line 36 : Number of Armies (and days) it takes to build a city.
Line 37 : Construction cost (in days)
Line 38 : Amount of damage an army does per hit.
Line 39 : blank delimiter line
Lines 40-44 : Unit Configuration: Fighter
Line 40 : Max moves per day
Line 41 : Max hits per Fighter
Line 42 : Max Range
Line 43 : Construction cost (in days)
Line 44 : Amount of damage a fighter does per hit.
Line 45 : blank delimiter line
Lines 46-50 : Unit Configuration: Tank
Line 46 : Max moves per day
Line 47 : Max hits per Tank
Line 48 : 0
Line 49 : Construction cost (in days)
Line 50 : Amount of damage a tank does per hit.
Line 51 : blank delimiter line
Lines 52-56 : Unit Configuration: Destroyer
Line 52 : Max moves per day
Line 53 : Max hits per Destroyer
Line 54 : 0
Line 55 : Construction cost (in days)
Line 56 : Amount of damage a Destroyer does per hit.
Line 57 : blank delimiter line
- 14 -
Imperium v3.46 9 December 1990 Sysop Documentation ______________ ___________________
Lines 58-62 : Unit Configuration: Submarine
Line 58 : Max moves per day
Line 59 : Max hits per Sub
Line 60 : 0
Line 61 : Construction cost (in days)
Line 62 : Amount of damage a Submarine does per hit.
Line 63 : blank delimiter line
Lines 64-68 : Unit Configuration: Troop Transport
Line 64 : Max moves per day
Line 65 : Max hits per Transport
Line 66 : Maximum number of armies that can be carried
Line 67 : Construction cost (in days)
Line 68 : Amount of damage a Transport does per hit.
Line 69 : blank delimiter line
Lines 70-74 : Unit Configuration: Cruiser
Line 70 : Max moves per day
Line 71 : Max hits per Cruiser
Line 72 : 0
Line 73 : Construction cost (in days)
Line 74 : Amount of damage a Cruiser does per hit.
Line 75 : blank delimiter line
Lines 76-80 : Unit Configuration: Aircraft Carrier
Line 76 : Max moves per day
Line 77 : Max hits per Carrier
Line 78 : Maximum aircraft that can be carried
Line 79 : Construction cost (in days)
Line 80 : Amount of damage a Carrier does per hit.
Line 81 : blank delimiter line
Lines 82-86 : Unit Configuration: Battleship
Line 82 : Max moves per day
Line 83 : Max hits per Battleship
Line 84 : Maximum aircraft that can be carried
Line 85 : Construction cost (in days)
Line 86 : Amount of damage a Battleship does per hit.
Line 87 : blank delimiter line
Lines 88-92 : Unit Configuration: Cruise Missile
Line 88 : Max moves per day
Line 89 : Max hits per Missile
Line 90 : Max flight range without refueling
Line 91 : Construction cost (in days)
Line 92 : Amount of damage a conventional warhead does
Line 93 : blank delimiter line
- 15 -
Imperium v3.46 9 December 1990 Sysop Documentation ______________ ___________________
Lines 94-98 : Unit Configuration: Engineer
Line 94 : Max moves per day
Line 95 : Max hits per Engineer
Line 96 : Number of days it takes to carve a pass/ford.
Line 97 : Construction cost (in days)
Line 98 : Amount of damage a Engineer does per hit.
Line 99 : blank delimiter line
Lines100-104: Unit Configuration: Dredge
Line 100 : Max moves per day
Line 101 : Max hits per Dredge
Line 102 : Number of days it takes to cut a channel
Line 103 : Construction cost (in days)
Line 104 : Amount of damage a Dredge does per hit.
Line 105 : blank delimiter line
Lines106-108: Class I Warhead Configuration
Line 106 : Radius of Effect
Line 107 : Type of warhead
Line 108 : Expansion/Dissipation Rate
Line 109 : blank delimiter line
Lines110-112: Class II Warhead Configuration
Line 110 : Radius of Effect
Line 111 : Type of warhead
Line 112 : Expansion/Dissipation Rate
Line 113 : blank delimiter line
Lines114-116: Class III Warhead Configuration
Line 114 : Radius of Effect
Line 115 : Type of warhead
Line 116 : Expansion/Dissipation Rate
Line 117 : blank delimiter line
Lines118-120: Class IV Warhead Configuration
Line 118 : Radius of Effect
Line 119 : Type of warhead
Line 120 : Expansion/Dissipation Rate
Line 121 : blank delimiter line
- 16 -
Imperium v3.46 9 December 1990 Sysop Documentation ______________ ___________________
Appendix B
Warhead Types:
Damage Class Type Description
~~~~~~~~~~~~ ~~~~ ~~~~~~~~~~~
0 Conventional Cities and terrain are unaffected, units
are damaged/destroyed according to the
strength of the cruise missile unit.
Only units at the impact location are
affected
1 Neutron Bomb Cities revert to unowned. Terrain is un-
changed. All units within the radius are
destroyed.
2 Nerve Gas Cities revert to unowned. Terrain is
contaminated. All units in area are
killed. Units entering the area are
damaged.
3 Simple Bio Cities revert to unowned. Terrain is
contaminated. All units in area die.
Units entering the area are damaged,
units that leave the area spread the
contamination.
4 Clean Fusion Cities are destroyed. Territory remains
unchanged. All units in area annihi-
lated.
5 Toxic Waste Cities are destroyed. Territory is more
heavily contaminated. Units in area are
destroyed. Units entering area are
damaged.
6 Complex Bio Cities are destroyed. Territory is con-
taminated. All units in area die. Units
entering the area are damaged, units
that leave the area spread the
contamination.
7 Dirty Fission Cities are destroyed. Territory is laid
to waste. All units in area die. Units
entering area die. The effects are perm-
anent.
- 17 -
Appendix B (continued)
How to Set the Expansion/Dissipation Rates
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
For the gas & bio warhead classes another field in the configuration
file comes into play, the Expansion/Dissipation rate. This value which
can range from 0 to 100 will control how quickly gas clouds will dissipate
and how quickly plagues will spread. Generally, a value of 0 will cause
the secondary effects to clear up by the next day, while a value of 100
would cause the effects to either not dissipate at all or expand very
rapidly. The following list will give a feel for how various rates will
work:
Rate Gas Warhead Bio Warhead
~~~~ ~~~~~~~~~~~ ~~~~~~~~~~~
0 Dissipates completely Dissipates completely
by next day. within two days.
25 Dissipates at about 2 Dissipates at about 1
radii units per day. radius unit per day.
50 Dissipates at about 1 Doesn't dissipate or
radius unit per day. grow at all.
75 Dissipates at about 1 Grows at about 1
radius unit per 2 days. radius unit per 2 days
100 Doesn't dissipate at Grows at about 1
all. radius unit per day.
Appendix C
Error Log File (and what the numbers mean):
Error No. Error
~~~~~~~~~ ~~~~~
1 - 99 Turbo Pascal DOS Error. Please report error & address.
100 - 149 Turbo Pascal I/O Error. Please report error & address.
150 - 199 Turbo Pascal Critical Error. Please report...
200 - 255 Turbo Pascal Fatal Error. Please report...
500 - 599 Miscellaneous Imperium errors.
500 - Lost City
501 - No name in PCBoard.Sys
502 - Unrecognized PCBoard version
503 - Problem with build city routine
700 - 799 Imperium Communication Errors/Aborts
700 - No carrier 750 - No carrier (fossil)
701 - Unable to open port 751 - Unable to init (fossil)
702 - Invalid port no. 752 - Invalid port # (fossil)
703 - Invalid baud rate 753 - Invalid baud (fossil)
704 - Invalid parity 754 - Invalid parity (fossil)
800 - 899 Imperium File Errors
800 - No Key file 850 - No Extern map (init)
801 - No Sys file 851 - Insuff cities on map
802 - No Player file (init)
803 - No Master map
804 - No PCBoard.Sys file
825 - No Player file (cycle)
900 - 999 Imperium General Aborts
999 - Leave without entering game
998 - Game full
997 - Sysop eject
996 - KB timeout
995 - Max Time exceeded
994 - Player suicide
993 - Illegally modified key file
Appendix D
Imperium Order Form ___________________
Name:_____________________________________________________________________ ____________________________________________________________________
Mailing Address
Street :___________________________________________________________ ___________________________________________________________
City :___________________________________________________________ __________________________________________________________
State/Zip Code:___________________________________________________________ __________________________________________________________
Country :___________________________________________________________ __________________________________________________________
Voice Number (optional):__________________________________________________ _________________________________________________
BBS Name:_________________________________________________________________ _________________________________________________________________
BBS Number (optional):____________________________________________________ ____________________________________________________
Are you a member of a BBS Network (FIDO,Hyperlink,Internet,etc)?__________ _________
If so, what network and what is your BBS Address:_________________________ _________________________
__________________________________________________________________________ _________________________________________________________________________
System Info: (this is to aid us in supporting you, should problems arise)
CPU Type (XT/286/386/486):______________________________________________ _____________________________________________
System Speed (12Mhz,etc) :______________________________________________ _____________________________________________
Total System RAM :______________________________________________ _____________________________________________
RAM available for Doors :______________________________________________ _____________________________________________
Max Baud Rate (2400,etc) :______________________________________________ _____________________________________________
Do you "Lock" the baud rate higher?________ (if so, at what?)___________ _________ __________
Hard Disk Size (20MB,40MB) :____________________________________________ ___________________________________________
Monitor Type (Mono,CGA,etc):____________________________________________ ___________________________________________
Imperium Door Game: ($20.00 US) $________
One year full support & support conference access: ($10.00 US) $________
Total: $________
Index _____
Baud Rates 6
Bulletin Files 7, 8, 13
Credits 11
Cycling Imperium 7
Disclaimer 2
Distribution media 2
EMail Addresses
CompuServe 11
FIDO Net 11
RBBS Net 11
Error Log File (Imp-Err.Log) 19
Fossils 6
Game Initialization 3
ImpCycle 7
Imperium.Cfg 3, 13
ImpInit 3
Command Line Options 4
/F 5
/G 4
/L 4
/M 4
/R 4
/S 4
/X 4
/Y 5
Samples 5
External Map Files 5
Files created 3
Required files 3
ImpUtil 8
Cities Functions 9
Maps Functions 9
Players Functions 9
System Functions 8
Units Functions 9
IMPvvv 6
Installation 3
Known Bugs & Anomalies 10
Kudos 12
Map editor 9
MaxPlayers 8
Order Form 20
PK information 13
PK Values 8
Registration 2
Key File
Downloading 2
File Request/Send 2
US Mail 2
Running Imperium 6
Batch File 6
Command Line Parameters 6
Hardware Requirements 6
Local Mode 6
Midnight Event 7
Starting Units 14
Strategic Forces 8
Damage class 8
Probability of dissipation/expansion 8
Radius of effect 8
Support 2
Sysop Functions 7
Chat 7
Player Eject 7
Snoop (on/off) 7
Sysop Utilities 8
Unit Configuration
Aircraft Carrier 15
Army 14
Battleship 15
Cruise Missile 15
Cruiser 15
Destroyer 14
Dredge 16
Engineer 16
Fighter 14
Submarine 15
Tank 14
Troop Transport 15
Updates 2
Warhead Configuration 16
Warhead Types 17
Clean Fusion 17
Complex Bio 17
Conventional 17
Dirty Fission 17
Nerve Gas 17
Neutron Bomb 17
Simple Bio 17
Toxic Waste 17
Warranties 2