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- AntipoliX v2.0
- By Bernard BROSS
-
- 1 - Basic principles
- --------------------
-
- This game is played in a parallelepipede containing PxNxN little
- cubes. You can first consider this 3D board as P 2D checkerboards of
- NxN squares.
- From 2 up to 10 players can confront each other.
- Each player begins with a certain number of pieces (or armies) that
- he has to move and make attack. One of his pieces represents him-self
- (or the chief, or the king, or anything you want). If this piece die,
- the player is eliminated. The last player staying alive has won.
- Messages can be send to the other players , so that alliances can be
- implemented.
- A special timer assures that the game remain dynamic.
-
-
- 2 - Pieces
- ----------
-
- There are three different kinds of pieces :
- - fortresses
- - armies (terrestrial)
- - hovercrafts (aerial)
-
- - Fortresses can't move but give strong defense to surrounding pieces.
- - Armies have moving field of 1 square (cube), and have strength of 2.
- - Hovercrafts have moving field of 2 squares (cubes), and have strength of 1.
-
- The moving field of each piece is a cube centered on the piece.
- (pieces can move in every direction => 26 possibilities if not on edge).
-
- Each piece has its own particular caracteristic, among these one :
- - Invisibility
- - Teleporter
- - Chief (only one piece)
- - nothing
-
- At the beginning of game, each player, in turn, chooses and places
- his pieces, respecting the budget he has been allocated, knowing that
- the cost of a piece depends on its type and its caracteristic (see
- table below).
- To place a piece, you have to click on a square, and, keeping the
- square highlighted, hit the key corresponding to the type of piece you
- want to put (see ch. 7).
- Do the same for the caracteristics.
- One of the pieces must be the chief. A player is eliminated when
- losing his chief. A player wins when every other players have been
- eliminated.
- Caracteristics of pieces are not seen by opponents (you can see only
- the caracteristics of your pieces). Invisible pieces don't appear at
- all on opponent boards.
-
- 3 - Movements
- -------------
-
- Players make their movements SIMULTANEOUSLY (1 movement by turn), so
- that the server will wait until having received the movement
- (eventually nul) of each player to generate new positions and go on
- next turn.
-
- * Server will resolve movements in reception order.
-
- A movement is either a displacement or an attack :
-
- A displacement order is given by selecting one of your pieces and an
- empty square. Server will validate this displacement if the empty
- square (cube) is effectively in the moving field of the piece.
-
- An attack is launched by selecting one or several of your pieces and
- an ennemy piece. Server will verify that target is effectively in
- moving field of each attacking piece. Then it will resolve the battle,
- by comparing attacking power with defending power.
- Attacking power is equal to the sum of attacking pieces strengths.
- Defending power is equal to the sum of strengths of attacked piece,
- and surrouding pieces in a one square radius (it means strengths of
- pieces in a 3x3x3 (if not on edge) cube centered on attacked piece).
- When attacking power strictly overcomes defending power, attack is
- successful, otherwise it fails.
- If attack fails, nothing happens.
- If attack succeeds, the fate of the attacked piece is uncertain :
- - in 40% of cases, the piece is immediately destroyed. If it was a
- chief, then the corresponding player if eliminated, and all his pieces
- become attacker's property.
- - in 30% of cases, the piece is teleported on a randomly choosed
- square (cube) of the universe. if this square is already occuped, the
- piece is destroyed.
- - in the last 30% of cases, the piece becomes attacker's property.
-
- * It is not possible to attack an invisible piece. But any movement of
- any kind of piece (visible or not) into the square of an ennemy
- invisible piece causes destruction of the latter.
-
- * Invisible pieces can help defending an adjacent piece as can do
- visible pieces.
-
- 4 - Teleportation
- -----------------
-
- Teleportation operates only between two teleporters (two pieces
- having teleporting characteristic). It can be used for displacement
- or attack as well.
- In every cases, teleportation works if source teleporter is in
- "teleportation field" of destination teleporter, or if destination
- teleporter can be joined by source teleporter by a chain of
- teleporters, each of them being in "teleportation field" of the next
- one in chain.
- "Teleportation field" is a modifiable parameter of the server, that
- should be 4 squares (cubes) by default.
-
- - For displacement, the piece must be NEAR the source teleporter (it
- means, it must be on one of the 26 squares around the
- teleporter). Then, this piece can end its movement on a square located
- in movement field of destination teleporter.
-
- * "Movement field" is also a modifiable parameter of the server. Each
- time it's used in text, it depends on the type of piece we are talking
- about. (Moving field is 2 for hovercraft, 1 for armie).
-
- - Any moving piece (armie or hovercraft, for now) can attack an ennemy
- piece if it can move on the square of the attacked piece, using
- teleportation or not. For instance, a piece A can be selected to attack
- B if A could move (using telportation or not) into B square in one
- turn. Considering that, it is necessary, that a teleporter piece to
- be in "attacking piece moving field" of attacked piece.
-
-
- 5 - Time
- --------
-
- Each player begins the game with an equal credit of time in his
- timer (depending on the number of players). Every turn, while no
- player has send his movement to the server, all timers stay freezed.
- As soon as a player has send his movement, his timer increases (it
- means, he gains time for next turns), while timers of other players
- decrease.
- These timer variations are calculated by server in such a way, that
- total distributed time is constant.
- Thus, let's take a 5 players game example : as soon as first
- player has send his movement to the server, its timer will increase
- of 4 units every second, while timer of other players will decrease of
- 1 unit every second.
- When 2 players will have send their movement, their timer will
- increase of 3 units every second, while the other 3 timers will
- decrease of 2 units.
- The last player having not send its movement will see its timer
- decrease of 4 units every second, while other timers will increase of
- 1 unit in the same laps.
-
- Any player whose timer falls to zero is eliminated.
-
- 6 - Messages
- ------------
-
- You can send, at any moment of the game (except during pieces
- placement phase, at the begining), a message to another player, on
- condition that sender has at least one piece near one of receiver
- pieces, by hiting receiver number (0-9).
-
- You can also send a message to everybody, at any time, and without
- restrictive condition, by hiting 'a' key.
-
- A few special commands can be send to server (hit m), using messages :
- - to give up (to quit), send to server : "QUIT"
- - to propose nul game to every other players : "NUL"
- - to come back from a previous nul game proposition : "WAR"
-
- * Games is nul and aborted when every players have send "NUL" to
- server.
-
-
- 7 - Keys
- --------
-
- 0 - 9 : send a message (to player 0 - 9)
- a : send a message to everybody
- m : send a special command to server
-
- a : armie
- h : hovercraft
- f : fortress
- <spacebar> : nothing
-
- i : invisible
- t : teleporter
- c : chief
- n : normal
-
- <return> : send to server : start position, movement or message
-
- v : change universe viewing mode (see relative chapter)
- u / j : choose wich 3 boards to see among all boards
- o / p : change baords viewing direction
- CTRL u / j : change boards viewing angle
-
-
- 8 - Pieces costs, moving fields and strengths table
- ---------------------------------------------------
-
- These are default values. They can be easily changed, when starting
- the server.
-
- Types: Cost Force Moves
- a - Armie 3 2 1
- h - Hovercraft 2 1 2
- f - Fortress 12 5(def) 0
-
- Caracteristics:
- i - Invisible 5 - -
- t - Teleporter 10 - +4
- c - Chief (unique) - - -
-
-
- 9 - Players scores
- ------------------
-
- Each player has it's own score in players file, that is intended
- to represent his ability at AntipoliX.
- A new character begins with a score of 0.
- Scores change only after non nul games.
- Consider a game with 5 players :
- - the winner will increase his score of 5 points.
- - the first player to be eliminated has his score decreased of 4 points.
- - the second player to be eliminated has his score decreased of 3 points.
- ... and so on...
-
- A score can't be inferior than 0 : if having a score of 0 and losing
- a game, your score remains 0.
-
- Players window give informations on every players in the game as
- follows :
-
- (number in game) Name [ email ] : score
-
-
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-