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- Notes for Wooden Ships and Iron Men
-
-
- 1.0 System Requirements
-
- Current requirements for Wooden Ships and Iron Men (WSIM) are a 486 25Mhz IBM PC
- compatible 8 megabytes of RAM and at least 8 megabytes of available disk space. A
- SuperVGA VESA compatible graphics card and Microsoft compatible mouse are also
- required.
-
- WSIM may be run in a full-screen window under Windows 95. The following paragraph
- only pertains if you are using previous versions of Windows or DOS.
-
- WSIM utilizes a DOS extender and is compatible with EMM386 and QEMM. Ensure you
- configure your memory to leave the maximum amount of extended memory available. For
- instance, if you have an 8 megabyte RAM computer with the line EMM386.EXE RAM
- 2048 in your CONFIG.SYS file and also load Smart Drive in your AUTOEXEC.BAT
- then you probably have only 5 megabytes of RAM available to WSIM. This is because 2
- megabytes of RAM are set aside for EMS, and Smart Drive will take 1 megabyte by
- default (even more if you specify more). We suggest you use EMM386.EXE NOEMS.
- WSIM should not be run under Windows 3.X
-
- 2.0 Game Overview
-
- To start the game, change to the directory containing WSIM and type "WSIM". After the
- opening credits, the game will start in the main game screen, referred to as the "Captain's
- Cabin"
-
- Each figure in the cabin represents one of the game functions. Moving the mouse pointer
- over each figure will cause a one-line description of its function to be displayed toward the
- top of the screen.
-
- 2.1 Exit to DOS
-
- Click on the Marine sentry on the far left to exit to DOS.
-
- 2.2 Start a Scenario
-
- Click on the standing figure in the center of the screen to start a scenario. The Scenario
- screen is displayed.
-
- 2.2.1 Playing an Existing Scenario
-
- Select a scenario from the list of scenarios. A complete description of the scenario can be
- reviewed by clicking on the Description button. Only one scenario is available in the demo
- version.
-
- Select the side you wish to play by clicking on one of the two flags shown. The
- highlighted flag shows the side you will play.
-
- Select your opponent (computer, human, E-mail). E-Mail is disable in the demo version
-
- Click on Start Scenario. The Battle screen will appear.
-
- 3.0 Playing a Scenario
-
- Scenarios are played on the Battle screen. Game functions are controlled by selections on
- the right hand side (the control area), while gameplay occurs on the larger area (the view
- area) on the left hand side of the screen.
-
- Orders are issued by clicking on a friendly ship to select it. Blue marker rings will appear
- under currently selected friendly ships, while red marker rings will appear under currently
- selected enemy ships. Information concerning the name of the ship, its current speed,
- ammunition loaded etc., appear on the control area. You can view the ship's current status
- by clicking on the large painting of the ship in the control area. This will display the status
- screen showing current crew assignments and damage. Click the right mouse button to
- return to the Battle screen. The current wind direction is indicated by a pointer on the
- compass displayed in the game area as well as the selected ship's attitude with respect to
- the wind.
-
- You can zoom in or out of the Game area by clicking on the small telescope under the
- compass. Click on the left (large) end of the telescope to zoom in, click on the right
- (small) end of the telescope to zoom out. Right-click on the telescope to toggle to/from
- "birds-eye" view which will zoom out as necessary to include all of the ships in play.
-
- You can scroll the view in the Game area by moving the mouse pointer off the edge of the
- screen in the direction you wish to scroll. Alternatively, you can click on one of the
- compass points to scroll the view. Holding down the right mouse button while scrolling
- will increase the scrolling speed.
-
- The icons at the bottom of the orders area control various game functions. Depending on
- the function, some icons will flash brightly momentarily when selected, others will stay
- bright to indicate current state. From left-to-right, starting on the top row the functions
- are:
-
- Select next ship: Represented by a ship icon. You can select the next ship on a side
- by left clicking on this icon. Right clicking selects the opposing side.
- Game view: Represented by a grid. Clicking on this icon toggles between a 3-D
- isometric view (the default) to a 2D overhead view.
- Computer controls gunnery: Represented by a cannon. When this icon is bright, the
- gunnery for the selected ship will be controlled by the computer.
- Computer controls movement: Represented by a ship's wheel. When this icon is
- bright, the movement for the selected ship will be controlled by the computer.
- Options: Represented by a scroll. Clicking on this icon will cause a scroll listing game
- functions such as grid on/off to appear.
- End turn: Represented by a saluting sailor. Clicking on this icon will end your turn.
- Grapple: Represented by a grappling iron. Clicking on this icon will allow you to
- select an enemy ship to grapple. It will remain bright to indicate your intention to
- grapple this turn.
- Attempt to Rake: Represented by a top view of one ship crossing the tee of another
- ship. Clicking on this icon will cause the ship to hold fire until a raking position is
- achieved. If a raking position does not present itself, the ship will not fire that turn.
- The icon remains bright to indicate your intention to attempt a rake.
- Save game: Represented by a disk. Clicking this icon will allow you to save the
- game. Not available in demo version.
- Quit game: Represented by an octagonal stop sign. Clicking this icon will end the
- battle.
-
- 3.1 Movement orders
-
- Movement orders are issued by clicking on the "Ahead" spoke of the ship's wheel in the
- Orders area. The Orders area is automatically resized to a small icon to maximize the
- view of the playing area. The selected ship will start to move ahead. A dashed leader line
- will appear to indicate the projected movement of the ship. In addition, concentric circles
- will appear underneath the ship. Each ship rate has an allowable maneuvering distance
- which must be traveled before it can perform another maneuver. In other words, a ship
- that has just turned to port must travel ahead in a straight line until it has traveled the
- maneuvering distance for that rate of ship. The concentric circles indicate the size of the
- maneuvering distance and shrink as you approach the end of the minimum distance. Once
- they disappear, you can perform a maneuver. You can click on the ahead spoke at any
- time to instantly carry out movement to the end of the maneuvering distance. You can
- click the center of the wheel or press the Escape key at any time to cancel the movement
- order. Any ships not given a movement order will automatically sail ahead in a straight
- line to the limit of their speed in relation to the wind. Certain maneuvers, such as tacking,
- cannot be carried out unless there is a minimum percentage of the crew assigned to the
- rigging.
-
- Sails can be changed between battle, plain, and full sail by clicking on the sails of the large
- ship in the Orders area. The sails in the artwork as well as the actual ship models in the
- Game area indicate the current state of sails. If three sails on each mast are shown, the
- ship is at full sail. Two sails indicate plain sail, and one sail indicates battle sail. To
- change to battle sail, click on the top sail area of the large ship in the Orders area. Click
- on the middle sail area for plain sail, and bottom sail area for full sail. The graphic will
- show sails being furled/unfurled to indicate the transition. Changing sails takes one full
- turn to take effect. A minimum of 20% of the crew must be assigned to the rigging to
- change sails. The more sail deployed, the faster the ship will move. However, the effect
- of hits to the rigging will be increased accordingly.
-
- During the course of movement ships may collide and become fouled. They will
- automatically attempt to unfoul on subsequent turns. Ships which are fouled may not
- receive movement orders and will automatically drift.
-
- 3.2 Gunnery Orders
-
- Gunnery orders are given by clicking on the cutaway hull directly above the icons in the
- Orders area. Clicking on the cannons on the right side of the cutaway gives orders to the
- cannons on the right (starboard) side of the ship. Cannons on the left (port) side of the
- ship are given by clicking on the left side of the cutaway.
-
- In its simplest form, a gunnery order is given by clicking on the load box directly
- underneath the cannon. At the beginning of the game, both the port and starboard load
- boxes will say "No load" indicating that they are awaiting a decision on type of shot to
- load. You may load both sides simultaneously only at the beginning of the game.
- Thereafter, you may only load one side per turn. Clicking the load box will cause the
- default cannon shot (roundshot) to be loaded into the cannon. The cannon will be run out
- indicating it is loaded. The computer will automatically select the closest enemy ship as its
- target and target the hull if it is within 1200 yards, otherwise it will select the rigging. The
- selected enemy target is indicated by a red crosshairs positioned over the target ship. The
- computer will automatically open fire as long as the target ship is within the maximum
- range of the type of shot (2000 yards for roundshot, 600 for chainshot, and 200 for
- doubleshot and grapeshot). You can override all of the automatic settings. The type of
- shot is overridden by left/right clicking the mouse over the load box. You can choose
- roundshot (the default, standard shot), grapeshot (inflicts casualties on the crew-range 200
- yards), chainshot (devastates rigging-range 600 yards), or doubleshot(twice as nice as
- roundshot-range 200 yards, takes two turns to load). The target is overridden by right-
- clicking on any enemy ship. The aim point (hull/rigging) is overridden by clicking on the
- hull or rigging of the enemy target representation in the Orders area. The open fire range
- is overridden by moving the mouse pointer near the cannons on the friendly ship in the
- Orders area. The pointer will change to a cannon ball. Click and drag the pointer left or
- right to adjust the open fire range. You can also direct that fire be held until a raking
- position on the target is gained by clicking on the Attempt to Rake icon.
-
- 3.3 Melee
-
- Melee may occur whenever two ships are fouled or grappled. Ships may become fouled
- whenever they collide during movement. Fouling is normally unintentional. Grappling is
- used when you intend to send boarding parties on the enemy ship.
-
- To grapple an enemy ship, click on the Attempt to Grapple icon. It will brighten, and the
- mouse pointer will change to a grappling iron and position itself over the nearest enemy
- ship. If this is the desired target, click the left mouse button. If not, merely move the
- pointer over the desired target and click the left mouse button. The pointer will remain as
- a grappling iron until a target is selected or you click on the Attempt to Grapple icon again
- to cancel the grapple order. When the target is selected, a grappling iron will be placed
- over the target and the pointer will return to normal. The Attempt to Grapple icon will
- remain bright to indicate that a grappling order for that ship has been given. If your ship
- comes within 50 yards of the selected enemy ship during this turn, it will attempt to
- grapple. If the grapple is successful, the two ships will be joined together and melee will
- occur. The Attempt to Grapple icon will remain bright as long as the ships remain
- grappled. In addition, a grapple icon will be placed over the grappled ships indicating
- their status. You may attempt to disengage from a grapple on subsequent turns by
- clicking on the Attempt to Grapple icon. It will turn dark, indicating your desire to
- ungrapple. If successful on the following turn, the grapple icon will be removed from the
- grappled ships and they will separate. If not, the grapple icon will remain, and the
- Attempt to Grapple icon will turn bright.
-
- Once you are fouled or grappled, you may form a boarding party in an attempt to capture
- the enemy ship through melee. Follow the instructions given in section 3.4.2 to assign
- crew from the rigging or guns to the boarding party. If neither ship forms a boarding
- party, melee does not occur. Once melee is initiated, the melee will continue over
- consecutive turns until one side is victorious, or the ships become unfouled or ungrappled.
-
- 3.4 Crew Orders/Status Screen
-
- The status screen is displayed when you click anywhere on the hull of the large ship in the
- Orders area. This is where you get information on damage as well as allocate your crew.
- You can view the status of other friendly ships by left/right clicking on the ship nameplate
- on the bottom of the screen. Return to the Battle display by pressing the clicking on
- "exit" or pressing the Escape key.
-
- 3.4.1 Damage/Casualties
-
- Damage occurs to one of 3 areas; hull, rigging, and guns. Grids on the status screen
- indicate the current status of each of these three areas. An icon is placed in each grid
- square showing the amount of damage that can be absorbed in each area. Only the largest
- ships will have icons filling every available grid box.
-
- Damage to rigging: As hits are taken in the rigging, the undamaged sail icon will be
- replaced by a tattered sail icon. Hits are taken in the fore, main, or mizzen masts. If all
- the sail icons are damaged, the mast is considered to have been destroyed. Damaged
- rigging will affect the movement capabilities of the ship.
-
- Damage to guns: As hits are taken in the guns, the undamaged gun icon will be replaced
- by a destroyed gun icon. There are two types of guns; cannons and carronades.
- Carronades are identical to guns in all respects except they have a maximum range of 600
- yards.
-
- Damage to the hull: As hits are taken in the hull, the undamaged hull icon will be replaced
- by a damaged hull icon. When all of the hull icons are damaged, the ship will surrender
- and strike its colors.
-
- Casualties to the crew may also be caused by combat. As this occurs, the number
- displayed under "Crew Casualties" will increase.
-
- 3.4.2 Assigning Crew
-
- Crew is assigned by clicking on the area from which you wish to move crew, then clicking
- on the area to which you wish the crew to move. For example; to move crew from the
- guns to rigging, you would click on the text area that says "Gun Crew". The lettering will
- turn red to indicate that crew will be moved from the guns. Next click on the "Crew
- Aloft" text area. Each time you click, crew will be removed from the guns, and added to
- the rigging. Left-clicking moves crew in 1% increments, right-clicking moves crew in
- 10% increments. You can also specify an exact percentage by typing the percent you wish
- to move. To end the crew reassignment mode, click on the "Gun Crew" text again. The
- lettering will revert back to white. The default crew assignment is 90% to the guns, 10%
- to the rigging. Moving crew to the boarding party is advisable if you intend to grapple
- with an enemy ship or if you are grappled. Certain movement orders require a minimum
- crew on the rigging, and will prevent you from removing crew from the rigging below the
- required minimum until you cancel the movement order.
-
- 3.5 Turn Resolution
-
- Turns are resolved simultaneously once both sides have completed giving orders. The
- screen will shift to a full-screen mode and the movement and combat will be animated.
- During resolution you can click on any of the compass points to scroll the view to keep
- the best view of combat. You can also click on the telescope to zoom in or out. If ships
- move out of the field of view, an arrowhead will be drawn on the outside of the compass
- indicating the direction of the nearest ship in that direction. You can then scroll the screen
- or click on the arrow to bring the ship into view.
-
-