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- H H OOO SSS TTTTT IIIII L EEEEE
- H H O O S T I L E
- HHHHH O O SSS T I L EEE
- H H O O S T I L E
- H H OOO SSS T IIIII LLLLL EEEEE
-
-
- TTTTT A K K EEEEE OOO V V EEEEE RRRR
- T A A K K E O O V V E R R
- T A A K EEE O O V V EEE RRRR
- T AAAAA K K E O O V V E R R
- T A A K K EEEEE OOO V EEEEE R R
-
-
- Welcome to Hostile Takeover; the game of discovery and
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- conquest. It is easy to learn, easy to play, and a lot of
-
- fun.
-
- About a year ago I became dissatisfied with the present
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- strategy games out on the market and decided to make my own.
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- They all had elements about them that I liked, but I also had
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- several gripes about them too. Here are some of the things
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- that I have found lacking or annoying in other strategy
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- games.
-
- 1. There is little variation in the playing field or map.
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- 2. There is no variation in the way pieces attack.
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- 3. To much time is spent maneuvering pieces instead of doing
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- battle.
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- 4. There are several pieces but little variation between
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- them.
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- 5. The user interface is difficult to use and it is hard to
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- tell where your pieces are and what they are doing.
-
-
-
- Well now that I have vented my gripes let me tell you what I
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- have done in Hostile Takeover to correct this. First of all,
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- I created a random map generator that allows you to play a
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- different game every time. The terrain is coherent too, in
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- that High mountains will flow into low mountains which will
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- turn into brush which will change into grass lands. I have
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- also added the element of exploration in that you can only
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- see the areas that you have already explored. When you start
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- the game you can only see the small area of the map that you
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- control. It is up to you to see what the rest of the world
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- looks like. Another feature of visibility I have added is
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- that you can only see your opponents pieces when they are
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- within range of your own pieces. This makes spies and
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- sentries useful and necessary. I gave every piece the basic
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- attributes of movement, strength, range of visibility and
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- attack, cost to produce, cost of upkeep, and turns needed to
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- produce. I wanted each piece to be dynamic and different so
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- I only created nine pieces in Hostile 1 and eleven pieces in
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- Hostile 2. Most of the pieces also have special attributes
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- including flying, invisibility, and special attacks. This
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- game is very dynamic and action packed. Although it takes a
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- lot of strategy and luck to win, you won't have to look long
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- for a good battle. I have designed a very easy to use and
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- very informative user interface. All the commands can be
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- accessed with a key stroke. There is also a command line at
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- the bottom of the screen that tells you what your present
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- command choices are. I also created an overview window that
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- shows the parts of the map that you have discovered and the
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- location of your pieces. Beside the overview window is the
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- realview window. It shows an up close and personal view of
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- your pieces. This means you don't need to switch between
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- different zoom screens to view a battle or get a tactical
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- viewpoint. I also display the pieces and terrain with unique
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- shapes and colors in the overview window so that you can see
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- at a glance where your pieces are, whether or not they have
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- movement left, where all you castles are, and what they are
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- producing. I think you will find this game easy to learn,
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- easy to play, and filled with enough variety to keep you
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- playing again and again. It is probably a good idea to read
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- the rest of this manual before playing the game but you don't
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- have too. If you want to jump right into the game just
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- remember that anything in brackets () is a letter you can
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- press to execute a command. When you first start the game
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- press (P) to select what piece you want your castle to
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- produce and then end your turn (T) as many times as needed
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- until you get your first piece. To get a list of all the
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- commands press (H) for help. You also many have to end your
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- turn a few times before your first piece is produced. To
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- exit to DOS hit the ESC key. If you want to read on, the
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- outline for the manual is listed below.
-
-
-
- Starting the game
-
-
- Object of the game
-
- Elements of the game
- 1. The map
- 2. Castles and playing pieces
- 3. Gold
- 4. Visibility
-
- Screen layout
- 1. Realview window
- 2. Overview window
- 3. Text window
- 4. The pointer
-
- Commands
- 1. (H)elp
- 2. (?) information
- 3. (P)roduce
- 4. (M)ove
- 5. (A)ttack
- 6. (D)efense
- 7. (S)ave
- 8. (L)oad
- 9. (C)enter
- 10. (R)eport
- 11. end (T)urn
- 12. (G)ive up
- 13. ESC
-
- Tips, Hints, and Comments
-
- Start up Demo
-
- Registration information and about Hostile 2
-
-
-
-
- Starting the game:
-
-
-
- To start playing, put this disk into the A: drive and
-
- type RUN. Once the introduction has finished, press
-
- any key to continue. You will then be asked if you want to
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- (1) start a new game or (2) load a saved game. If you want
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- to load a game press '2' and then type in the name of the
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- previously saved game. The game will be restored and you can
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- start playing where you left off. If you wish to start a new
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- game then press '1'. You will then be asked if you want to
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- (1) play against the computer or (2) play against a human
-
- opponent.
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- If you want to play against a human opponent press '2'
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- and the game will start at the beginning of player one's
-
- turn. The game is designed so that only one player should be
-
- able to see the screen at a time. When a player has finished
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- his turn, the screen will blank. A message will be displayed
-
- telling the other player it is his turn. When the second
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- player is ready he can press 'c' to continue and his map will
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- be displayed.
-
- If you want to play against the computer press '1' and
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- the game will then ask you what difficulty level you wish to
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- play. Once you have selected a difficulty level, play will
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- start at the beginning of your turn. When you are finished
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- with your turn a message will be displayed telling you the
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- computer is taking it's turn. When the computer is finished
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- your map will be redrawn and you can take your next turn.
-
-
-
-
-
- Object of the game:
-
-
-
- The object of the game is divided into two parts. The
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- first objective is to explore the map and take over neutral
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- castles. The second objective is to find your opponent and
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- take over all of his castles. When one player has taken over
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- all of his opponent's castles then he has won the game.
-
-
-
- Elements of the game:
-
-
-
- 1. The Map
-
- The map is composed of six basic types of terrain: grass,
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- brush, forest, swamp, low mountains, and high mountains.
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- Each type of terrain affects how easy it is for pieces to
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- move from one place to another. Each piece starts out with a
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- certain number of movement points at the beginning of each
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- turn. As the piece is moved across the map, the terrain
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- movement cost is subtracted from the number of movement
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- points the piece has left. When the number of movement
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- points a piece has left is less than the movement cost it
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- takes to move across a terrain, then that piece can no longer
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- move. For example, a soldier starts out with 12 movement
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- points. If the soldier moves through a square with grass in
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- it (movement cost of 2), then the soldier will only have 12 -
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- 2 = 10 movement points left.
-
-
- Table of Terrain:
-
- Type Movement Cost
-
- Grass 2
- Brush 3
- Forest 4
- Swamp 4
- Low Mountains 5
- High Mountains Impassable
-
-
- At the beginning of the game the map is randomly
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- created. This means that the map will be different with each
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- game. When the player starts out he can only see about one
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- percent of the map. He has to produce pieces in his castle
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- and go out exploring in order to see more of the map. Once a
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- player has discovered an area it will always be visible on
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- his map. The map will always contain thirty castles that are
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- randomly placed. Each player only starts with one castle and
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- he has to go out and find the rest.
-
-
-
- 2. Castles and Playing Pieces
-
- The next element of the game is the castles and the
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- pieces they can produce. Each castle has a selection of
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- three possible pieces to produce. It can only produce one
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- piece at a time and it often takes multiple turns in order to
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- do so. The three pieces that the castle can produce are
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- randomly selected at the beginning of each game. The only
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- castle that has fixed pieces is the first castle each player
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- starts out with. It can always produce a soldier, wolf and
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- pegasus.
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- There are nine different pieces in the game: soldier,
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- archer, knight, wolf, pegasus, assassin, war beast, war
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- wizard, and phoenix. Each piece has it's own weaknesses and
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- strengths. The main attributes that distinguish between the
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- pieces are movement, turns to produce, cost, range, strength,
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- and special abilities. A chart of the pieces and their
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- attributes is shown below. The first column lists the
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- movements points for each piece. The movement points have
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- already been explained above in the section titled The Map.
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- The next column shows how many turns a player will have to
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- wait before a piece is produced. The Cost column shows how
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- many gold pieces it will cost a player to produce a piece.
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- This will be explained further in the next section. The
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- Range column displays how many squares away a piece can
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- attack. The last column shows the relative strength of each
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- of the pieces.
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- The special abilities of some of the pieces will be
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- explained here. The pegasus and the phoenix can both fly.
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- This means that it only costs them two movement points to fly
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- around the map regardless of what type of terrain they are
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- flying over. The assassin has the ability to be invisible.
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- The opponent can never see the assassin. He can only
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- discover it by running into it. The phoenix has the unique
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- ability to attack everything around it at the same time. The
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- phoenix can not be killed while it is attacking. This means
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- that the only way to kill a phoenix is for the other player
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- to attack it during his turn. The archer, assassin, and war
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- wizard are the only pieces that can attack at a distance.
-
-
- Table of Pieces:
-
- Name Movement Turns to produce Cost Range Strength
-
- Soldier 14 1 4 1 3
- Archer 12 2 4 4 3
- Knight 8 2 4 1 6
- Wolf 28 2 6 1 4
- Pegasus 30 3 8 1 5
- Assassin 18 7 20 2 5
- War Beast 14 5 16 1 8
- War Wizard 14 7 26 6 6
- Phoenix 30 6 22 1 7
-
-
-
- 3. Gold
-
- The third element of the game is the gold. Each castle
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- gives a player a certain number of gold pieces in taxes each
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- turn. The amount of the taxes for a castle depends upon what
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- that castle is capable of producing.
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- When a piece is produced by a castle it costs the player
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- a certain amount of gold. It also costs the player to
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- maintain the pieces he presently owns. The amount of gold it
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- takes to maintain a piece is half of what it cost to produce
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- it. For example: If it cost six gold pieces to produce a
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- wolf then it will cost a player (6 % 2 = 3) three gold pieces
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- each turn for upkeep.
-
- Another way that a player can use his gold is to
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- increase the defenses of the castles he owns. The first
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- castle a player owns has a defense of seven. The neutral
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- castles in the game have a defense rating ranging from two to
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- four. The better the defense rating of the neutral castle,
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- the better the pieces the castle can produce.
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- Every time a castle is successfully attacked, the
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- defense rating goes down. To increase the defenses of a
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- castle use the (D)efense command. The higher you want to
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- increase a castle's defense value the more it cost. It costs
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- 25 gold to increase a castle's defense from one to two. It
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- costs 350 gold to increase a castle's defense from eight to
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- nine.
-
-
-
- 4. Visibility
-
- The last element of the game is visibility. A player
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- can only see an opponent's piece if it is within attacking
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- range of one of his own pieces. This means that an opponents
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- piece can be just a few squares away and you may never see
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- it. It is essential that a good network of archers or other
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- ranged pieces be set up so that you know where the opponents
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- pieces are.
-
-
-
-
-
- Screen layout
-
- The screen is divided up into three windows. The
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- windows are realview, overview, and text. Their functions
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- are listed below.
-
-
-
- 1. Realview window
-
- The realview window is located in the upper right hand
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- part of the screen. This window shows a close up of the
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- pieces and the landscape. It can be scrolled around the map
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- by using the arrow keys.
-
-
-
- 2. Overview window
-
- The overview window is located in the upper left hand
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- part of the screen. This window contains the entire map,
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- although only the part of the map that you have explored is
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- shown. The brown rectangle shows what part of the map the
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- realview is displaying. The four brown dots show where the
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- pointer is located.
-
- Every type of terrain on the map is represented by
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- square set of nine colored pixels. If a pointer is on a type
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- of terrain and you don't know what it is then use the
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- information key (?). It is very easy to recognize the types
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- of terrain on the overview window.
-
- Both players are assigned an active and passive color on
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- the overview window. For player one the active color is a
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- light purple and the passive color is a dark purple. For
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- player two the active color is a light orange and the passive
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- color is a dark orange. Each of the pieces is also displayed
-
- on the overview. To display a piece, a pattern of the nine
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- pixels is highlighted in the players colors over the normal
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- terrain pattern. The patterns for each of the pieces is
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- shown below. If a piece is highlighted in your active color
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- then that piece has at least two movement points left. If
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- the piece is highlighted in your passive color then that
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- piece has less than two movement points left and it can not
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- move.
-
-
- * * * *
- * * Soldier * * Archer * * Knight
- * * * * * *
-
- * * * * *
- * * * Wolf * * * Pegasus * War Beast
- * * * * *
-
-
- * * * * * *
- * Assassin * * * Phoenix * * * War Wizard
- * * * * *
-
-
- The castles are also represented on the map. The castles
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- take up the full 3 x 3 set of pixels. Neutral castles are
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- gray and player castles are represented in the passive
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- colors. If a castle is producing a piece, then the pattern
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- of that piece is highlighted in the active color over the top
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- of the castle. This set up of the overview window allows a
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- player to determine at a glance where his pieces are,
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- whether or not they are capable of movement, where his
-
- castles are, and what each castle is producing.
-
-
-
-
-
- 3. Text window
-
- The text window is located in the bottom half of the
-
- screen. It displays all of the written information for each
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- of the commands. A command line will usually be displayed
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- along the bottom of the window. The command line shows the
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- options that are available from the present command. Any
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- letter that is capitalized and in parentheses can be used to
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- access a command. For example, if the command line shows
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- "(E)xit" then a player can press E and exit out of whatever
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- command is active at the moment.
-
-
-
- 4. The pointer
-
- The pointer is used in the game to show what square you
-
- wish to work with. It looks like a square frame in the
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- realview window and it shows up as four brown dots in the
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- overview window. ALL THE COMMANDS IN THE GAME WORK WITH THE
-
- SQUARE THAT THE POINTER IS ON. If you want to move a piece
-
- you have to move the pointer on the piece first and then
-
- press M. If you want to change a castles production then you
-
- have to put the pointer on the castle first. To move the
-
- pointer you use the arrow keys. Most numeric keypads have
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- the 5 in the middle surrounded by the rest of the numbers.
-
- 7 8 9
-
- 4 5 6
-
- 1 2 3
-
- The direction a number moves the pointer is the direction it
-
- is from the five. For example you would use the 8 key to
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- move the pointer northward because the 8 key is north of the
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- 5 key. Unlike the arrow keys the numeric keypad allows you
-
- to move diagonally. You also use the numeric keypad to move
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- the pieces around in the same way.
-
-
-
-
- Commands
-
-
- 1. (H)elp
-
- To access the help screen press H. The help screen
-
- displays the names of all the commands and the letter needed
-
- to access it. The only thing it does not show is that you
-
- can use the ESC key to exit Hostile Takeover and return to
-
- DOS.
-
-
-
- 2. (?) information
-
- To get information about any of the squares, put the
-
- pointer on that square and press '?'. This will display
-
- information about the name of the terrain as well as the
-
- movement cost for that terrain. If the pointer is on a
-
- castle, then the information command will display the name of
-
- the owner of that castle and it's defense rating. If the
-
- pointer is on a piece, then information about that piece will
-
- also be displayed. The information command is also useful in
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- finding assassins. If an assassin is within range of one of
-
- your pieces and the pointer is on the square containing the
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- assassin, then the information command will tell you that an
-
- assassin is there.
-
-
-
- 3. (P)roduce
-
- The produce command is used to display what a castle can
-
- produce and to start the castle producing a piece. To use
-
- this command make sure that the pointer is on a castle YOU
-
- OWN and press 'p'. The production screen displays a lot of
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- information about the piece and the castle. On the far left
-
- hand part of the screen is a picture of what the piece looks
-
- like. Next to the picture is the name of the piece. If
-
- that piece is being produced then "NTL" and a number will
-
- appear below the name. "NTL" stands for Number of Turns Left
-
- and the number shows how many more turns it will take to
-
- produce that piece. The middle and right hand part of the
-
- text window shows information about the piece and the castle.
-
- The abbreviations and what they stand for are listed below.
-
-
- MO = Movement This shows how many movement points the
- pieces has.
-
- RA = Range This shows how many squares away a piece can
- attack.
-
- ST = Strength This is a measure of how strong the piece is.
- Strength values will range from 3 to 8.
-
- TU = Turns This is how many turns it will take to produce
- the piece.
-
- CO = Cost This shows how much it will cost to produce the
- piece.
-
- TA = Taxes This displays how much taxes the castle will give
- the player each turn.
-
- PG = Player Gold This shows how much gold the player
- presently has.
-
- UP = Upkeep This shows how much it costs the player each
- turn to support his armies
-
- DF = Defense This shows the present defense of the castle.
-
-
-
- The command bar is displayed along the bottom of the screen.
-
- This is what it shows: (N)ext (P)roduce (E)xit (S)top prod.
-
- Press N to look at the next piece. A castle has a selection
-
- of three pieces that it can produce. When it reaches the
-
- last piece then it will start over again with the first
-
- piece. Press P to start producing the piece that is
-
- presently displayed. NTL and a number will appear below the
-
- name of the piece. Press E to exit from the production
-
- command. You MUST (E)xit from the production command before
-
- you can move the pointer and continue with the game. Press S
-
- to stop all production at that castle.
-
-
-
- 4. (M)ove
-
- The movement command allows a player to move his pieces
-
- once they are produced. To move a piece, place the pointer
-
- on the piece you want to produce and press 'M'. The text
-
- window will display the number of movement points remaining
-
- for that piece and the command bar will show "(E)xit
-
- (A)ttack". To move the piece use the numeric key pad.
-
- If you attempt to move a piece into a square containing
-
- a castle, another piece, or high mountains, then an error
-
- message will be displayed. If an error message is displayed
-
- and it looks like you should be able to move into a square,
-
- then you should use the information key to check for an
-
- assassin. If you run out of movement then you will
-
- automatically exit from the movement command. If you wish to
-
- exit from the movement command before you have used up all
-
- the movement of a piece then press 'E'.
-
- You can also attack another piece while in the movement
-
- command. Make sure the piece you wish to attack is within
-
- range of your piece and press "A" for attack. This will put
-
- you into the attack menu. See the attack command in this
-
- document for more information. Any movement points that are
-
- left at the end of your turn can NOT be carried over to the
-
- next turn.
-
-
-
- 5. (A)ttack
-
- The attack command allows one piece to attack another
-
- piece. To attack with a piece, put the pointer on the piece
-
- you wish to attack with and press 'A'. If you are attacking
-
- with a range one piece then the screen will display:
-
- Direction
-
- Movement XX
-
- (E)xit
-
- The XX stands for the number of movement points the piece has
-
- left. It takes two movement points to attack with a range
-
- one piece. Once you have pressed 'A', then use the numeric
-
- key pad to show which direction you want the piece to attack.
-
- If you are successful then the enemy piece will disappear.
-
- If you loose, then your piece will disappear. If you attack
-
- a castle and win, then two flags in your color will be
-
- displayed with your castle.
-
- If your piece has a range greater than one and you are
-
- attacking a piece that is farther than one square away then
-
- only the enemy piece has a chance of getting hit. If your
-
- piece has a range greater than one but it is only attacking
-
- one square away, then the rules are the same as a range one
-
- piece. If a ranged piece is attacking a castle and it wins,
-
- then the defense of that castle is decreased by one. This
-
- means that you can set up a siege on the higher defense
-
- castles to bring their defenses down. A ranged piece can
-
- only take over a castle if it is one square away. To attack
-
- with a ranged piece, put the pointer on the piece you want to
-
- attack with and press A. The screen will display:
-
- Space bar to attack
-
- Movement XX Range Y
-
- (E)xit
-
- The XX stands for the amount of movement the piece has left
-
- and the Y stands for the range of the piece. It takes three
-
- movement points instead of two to attack with a ranged piece.
-
- Once you have pressed 'A', move the pointer to the piece you
-
- wish to attack and press the space bar. If you forget to
-
- move the pointer and press the space bar right away, then
-
- that is considered an attack on your own piece and your
-
- ranged piece will DIE. If you are successful with your
-
- attack then the enemy piece will die.
-
- If you are not successful with your first attack and you
-
- still have at least three movement left, then you will be
-
- asked if you want to attack the enemy piece again. This will
-
- continue until your piece runs out of movement, or you
-
- indicate that you do not want to attack the piece again, or
-
- the piece your are attacking dies.
-
- The most unusual of all the pieces to attack with is the
-
- phoenix. When the phoenix attacks, it attacks everything
-
- around it regardless of whether or not it belongs to you or
-
- your opponent. The phoenix will not die while it is
-
- attacking. The ONLY way to kill a phoenix is for your
-
- opponent to attack it during his turn. To attack with a
-
- phoenix just press 'A'. It takes three movement points to
-
- attack with a phoenix.
-
- When two pieces with different strengths attack each
-
- other, the piece with the higher strength does not always
-
- win. Here is how the winner is determined. The first thing
-
- the computer does is create two random numbers. The first
-
- random number is for the defender and the second random
-
- number is for the attacker. If the random number rolled is
-
- less than or equal to the strength of the piece then it is
-
- considered a win for that piece. If the random number is
-
- greater than the strength of the piece then it is considered
-
- a loss for that piece. If a random number is created for the
-
- attacker and defender and both pieces have a lose then that
-
- round is cancelled. If both pieces have a win then the round
-
- is also cancelled. Only if one piece wins and one piece
-
- looses is the round counted. The piece that wins the best
-
- two out of three rounds wins.
-
- Suppose a pegasus of strength 5 is attacking a wolf of
-
- strength 4 and the computer generates a 6 for the attacker
-
- and a 9 for the defender. The 6 is compared with the 5 and
-
- pegasus has a loss. The 9 is compared with the 4 and the
-
- wolf also has a loss. Since both players lost the round is
-
- cancelled and the computer generates another set of numbers.
-
- The pegasus gets a 2 and the wolf gets a 4. The 2 is
-
- compared with the 5 and the pegasus has a win. The 4 is
-
- compared with the 4 and the wolf also has a win. Since both
-
- players won, the round is cancelled and the computer again
-
- generates another set of numbers. The pegasus gets an 8 and
-
- the wolf gets a 1. The pegasus looses and the wolf wins.
-
- Since there is a difference between the two pieces this round
-
- counts. The computer then generates a 6 for the pegasus and
-
- a 7 for the wolf. The pegasus wins and the wolf looses.
-
- Since this round also counts the pegasus and the wolf both
-
- have one win and one loss. The computer now generates a 2
-
- for the pegasus and a 5 for the wolf. The pegasus has now
-
- won two out of three and is considered the winner.
-
-
-
-
- 6. (D)efense
-
- The defense command allows a player to increase the
-
- defenses of his castles. To use the defense command, put the
-
- pointer on a castle you own and press 'D'. The screen will
-
- look like this:
-
-
-
- Castle Defense x Cost yy
-
- Player Gold zzz
-
- Increase castle defense (y/n)?
-
-
-
- The 'x' stands for the present castle defense value. The
-
- 'yy' stands for how much it will cost to increase the defense
-
- of the castle to the next higher value. The 'zzz' stands for
-
- how much gold the player has. To increase the defense, press
-
- 'y'. If you do not have enough gold, an error message will
-
- be displayed. The defense command will only raise the
-
- defense of a city by one. If you want to raise the defense
-
- by more than one then you will have to use the defense
-
- command multiple times.
-
-
-
- 7. (S)ave
-
- The save command will save a game that is presently
-
- being played. To save the game press 's'. You will be asked
-
- if you are sure you wish to save the game. To continue press
-
- 'y'. You will then be asked to provide the name of the file
-
- to save it under. The name can only be eight characters long
-
- with a three character extension. It is not necessary that
-
- you end the name with '.gam' but it is recommended. Once you
-
- have said that you wish to save the game you MUST enter a
-
- name for it to be saved under. Do NOT hit ESC or try to exit
-
- from this screen. If you hit ESC it will cause the entire
-
- screen to scroll.
-
-
-
-
- 8. (L)oad
-
- The load command is used to restore a game that was
-
- previously saved. To load a game press 'l'. You will then
-
- be asked if you are sure that you wish to load an old game.
-
- If you want to continue, then press 'y'. You will then be
-
- asked to provide the name of the file with the saved game.
-
- If the name can not be found in the present directory, then
-
- an error message will be displayed and the present game will
-
- continue. Once you have said that you wish to load a game
-
- you MUST enter the name of a game. If you want to cancel the
-
- command just enter a dummy name. DO NOT hit ESC because it
-
- will cause the screen to scroll.
-
-
-
-
- 9. (C)enter
-
- The center command will center the realview window
-
- around the pointer. To center the window, press 'c'. This
-
- command is especially useful on slower computers. It is a
-
- lot faster to move the pointer and then center the realview
-
- window than it is to move the realview window with the arrow
-
- keys. The realview window is automatically centered around
-
- the pointer when you (M)ove a piece or (A)ttack with a piece.
-
-
-
-
- 10. (R)eport
-
- The report command provides different information about
-
- both players. This allows you to see how well your opponent
-
- is doing. The abbreviations are explained below.
-
-
-
- Pg = Player gold This shows how much gold the player
- presently owns.
-
- Tx = Taxes This shows how much taxes the player receives
- each turn.
-
- Up = Upkeep This shows how much it costs a player to
- maintain his armies.
-
- Ma = Map This shows how much percent of the map a player has
- discovered.
-
- #A = Number of Armies
-
- #C = Number of Cities
-
-
-
- 11. End (T)urn
-
- The end turn command will allow a player to end his
-
- turn. If a player is playing against the computer then the
-
- message 'The computer is taking it's turn' will be displayed.
-
- After the computer has finished, the player's map will be
-
- redrawn and his next turn will begin. In the beginning of a
-
- game the computer's turn will be so short that the message
-
- will barely blink on the screen.
-
- If two players are playing against each other then only
-
- one person should be able to see the screen at a time. When
-
- a player finishes his turn the screen will blank. When the
-
- next player is ready to play then he can press 'c' and start
-
- his turn.
-
-
-
-
- 12. (G)ive up
-
- The give up command will allow a player to surrender the
-
- game. The player will be asked if he is sure he want to give
-
- up. If the player answers yes then he will be asked again if
-
- he is really sure he wants to give up. If the player really
-
- wants to give up then a message will be displayed proclaiming
-
- the winner. Player one's map will then be displayed. The
-
- realview screen can be scrolled using the arrow keys but none
-
- of the other keys will work. To continue the end game
-
- sequence press 'c'. Player two's map will then be displayed.
-
- After 'c' is pressed again then the full map will be
-
- displayed. When 'c' is pressed again then the ending credits
-
- are shown. Press any key from here to exit to DOS.
-
-
-
-
- 13. ESC
-
- The ESC key will exit a player to DOS. It should only
-
- be used when no other commands are active. DO NOT hit ESC
-
- while saving or loading a game. Once a player presses the
-
- ESC key from the main menu, he will then be asked if he wants
-
- to exit to DOS. To exit to DOS press 'y'.
-
-
-
-
- Tips, Hints, Comments
-
-
- 1. The ONLY thing you can do when the game first starts is
-
- to select a piece to produce and end your turn. If the
-
- piece you select takes more than one turn to produce
-
- then you may need to end your turn one or two times
-
- before you have a piece to work with. You can not do
-
- any exploration or find any other castles until you
-
- produce your first piece.
-
-
-
- 2. The more castles you can get at the beginning of the
-
- game, the faster you win. In order to do this you need
-
- to develop a search pattern that will let you discover a
-
- large area of the map very quickly.
-
-
-
- 3. The only advantage that the computer has is that it
-
- knows where almost everything is. This includes all the
-
- castles and all the pieces except the assassin. Aside
-
- from this the computer does not cheat. It has to move
-
- the same way you do and attack with the same chances
-
- that you have.
-
-
-
- 4. A strength five pegasus will occasionally loose to a
-
- defense two city. It is very rare that an archer will
-
- kill a war beast but it can happen.
-
-
-
- 5. Novice level is very easy. Good level has a more
-
- aggressive search pattern and the computer starts out
-
- with two cities. Expert level has a very aggressive
-
- search pattern and the computer starts off with three
-
- cities.
-
-
-
- 6. Use your archers to find out where the enemy pieces are
-
- and then use your heavy pieces to take them out. Since
-
- a successful attack by a ranged creature will decrease a
-
- castle's defense by one, it is often useful to use
-
- several archers to mount a siege on high defense
-
- castles.
-
-
-
- 7. If you try to load a game and then you change your mind
-
- when it asks you for a file name, DO NOT hit the ESC
-
- key. This will cause the screen to scroll. The only
-
- time you need to use the ESC key is when you want to
-
- exit to DOS from the main menu.
-
-
-
- 8. Don't forget the NumLock key MUST BE ON for you to move
-
- the pointer. If NumLock is off then all the numeric
-
- keys will do is move the realview window.
-
-
-
-
-
- 9. All the messages in the game will be displayed until a
-
- key is press. If you hit the key for a command and the
-
- command doesn't respond until the second time you press
-
- the key, you were probably just clearing a message
-
- screen.
-
-
-
- 10. The report command is very useful for seeing how strong
-
- your opponent is. Once you get used to the cost of
-
- things, you can start to tell how good your opponents
-
- pieces are and when he has just produced a major piece.
-
- The upkeep and number of castles is an excellent way to
-
- compare your present strength and growth potential.
-
-
-
- 11. To print this document type PRINT at the dos prompt.
-
-
-
- 12. To speed up the pointer, type MODE CON:RATE=29 DELAY=1
-
- at the DOS prompt before playing the game or add it to
-
- your autoexec.bat. What this command does is decrease
-
- the delay between when a key is first pressed, and when
-
- it starts repeating itself. It also speeds up how fast
-
- the key repeats itself. On slower 8 Mhz systems this
-
- may overload the buffer because the graphics can't keep
-
- up and crash the game.
-
-
-
- 13. The symbols for the pieces in the overview window may be
-
- confusing at first but it doesn't take long to start
-
- recognizing them. If your not sure what piece a symbol
-
- represents then put the pointer on the symbol and use
-
- the (?) information key.
-
-
-
- 15. This game does not like to run on a network and I have
-
- also had a few reports of it not working in a windows
-
- environment.
-
- START UP DEMO
-
-
-
- This is a demo of what a possible game would be like. I
-
- will tell you all the keys needed to start the game and
-
- capture a castle. First put the HOSTILE TAKEOVER disk in the
-
- drive and type HOSTILE at the prompt. When the screen
-
- displays HOSTILE TAKEOVER in red, press any key to continue.
-
- This demo assumes you are playing against the computer player
-
- so press (1) when you are asked if you want to play against
-
- the computer or another person. Since you are just starting
-
- out, this demo will select the novice level. Press (1) when
-
- you are asked what skill level you wish to play. The
-
- computer will then think for a little bit and then part of
-
- the map will be displayed on the screen. The first thing to
-
- do is to start your first and only castle producing a piece.
-
- The game starts out with the pointer on the castle. To get
-
- into the castle's production menu press (P). You can look at
-
- the pieces the castle can produce by pressing (N) for next.
-
- For now, start out by producing the soldier. Make sure the
-
- soldier is being displayed on the production screen and press
-
- (P) for produce. Now that you have selected what you want
-
- your castle to produce, press (E) to exit. This is all you
-
- can do on your first turn so press (T) to end your turn. The
-
- screen will blink and then your map will be displayed again.
-
- At the start of a game, the computer player's turn is so
-
- short it almost looks like it hasn't taken it's turn at all.
-
- Since this is your second turn, and it only takes one turn to
-
- produce a soldier, there should be a soldier one square north
-
- of your starting castle. The pointer starts out on the
-
- castle so use the numeric key pad to move it one square
-
- north. Now that the pointer is on the soldier press (M) to
-
- move it. Move the soldier around the map by using the
-
- numeric key pad. When it runs out of movement press (E) to
-
- exit the movement menu. Continue producing more soldiers and
-
- exploring the area until you find another castle. This demo
-
- assumes the second castle is directly north of a soldier and
-
- the soldier has more than two movement points left. Make
-
- sure the pointer is on the soldier and press (A) to attack
-
- the castle. You will be asked which direction to attack so
-
- press (8) to attack northward. If you are successful, the
-
- castle will display your flag. If not, then your soldier
-
- dies. If you are successful then move the pointer northward
-
- and set the production (P) for your new castle. If the
-
- soldier has any movement left then move him around to explore
-
- more territory. Now that you have two castles, continue to
-
- explore the territory and find more castles and your
-
- opponent. Good luck.
-
-
-
-
-
- REGISTRATION INFORMATION
-
-
- I have just graduated from the University of Evansville
-
- as an Electrical Engineer. About half way through college I
-
- decided that I liked software a lot more than hardware. All
-
- of the graduating engineers have to do a senior project.
-
- Since I liked software and I want to make a career of gaming,
-
- I decided to create a game for my senior project. Hostile
-
- Takeover has taken me about a year to create and it is
-
- composed of over 14,000 lines of code. I would like to spend
-
- the rest of my life creating exciting, high quality games and
-
- I hope you will help my dream come true by registering with
-
- me. The registration fee for Hostile Takeover 1 is $10. I
-
- have also created Hostile Takeover 2. It has many new and
-
- exciting features including:
-
-
-
- - Neutral castles that fight back.
-
- - New pieces with new special abilities.
-
- - A map four times as big as the present one.
-
- - A MUCH more intelligent computer player.
-
- - A new and MUCH BETTER system of attack and defense.
-
- - A Destination command where a piece will automatically
- move to the destination you specify.
-
- - Better graphics.
-
- - Hidden specials in the game that you have to find .
-
-
- When I created Hostile Takeover 1, I mostly played it with my
-
- friends, so the game naturally evolved so it plays best
-
- between two people. Since the computer takes such a short
-
- time for its turn, I was able to add a lot of new things in
-
- HT2 that would have drawn out the game too long between two
-
- human opponents. As a result, HT2 plays best between a human
-
- and a computer. I have still had some exceptional games with
-
- my friends but it takes a lot longer to finish them. If you
-
- liked HT1 I know you will like HT2. When I finished HT2 I
-
- could not believe how well it turned out. HT1 is good but
-
- HT2 is awesome. The registration fee for HT2 is $15. If you
-
- register both HT1 and HT2 together then it is only $20 for
-
- both.
-
-
-
-
- If you liked this game and want to get Hostile Takeover 2
-
- please send $20 to
-
-
-
- Michael Taggart
-
- 606 Roma Ave
-
- Jeffersonville, IN 47130 USA
-
-
-
- Please include your name, address, telephone number, what
-
- size disk you need (5 1/4 or 3 1/2), and where you got this
-
- game. If you liked HT1 but you do not want HT2 I would
-
- appreciate it if you would still register HT1 and the fee is
-
- only $10. If you are registering from a foreign country
-
- please include an extra $3 for shipping and handling. If you
-
- live in Canada there is no extra charge. I would also
-
- appreciate any comments about Hostile Takeover and any ideas
-
- you would like to see implemented in Hostile Takeover 3. If
-
- you would like to play test HT3, please tell me that too. In
-
- the future I would like to create a role playing game but the
-
- amount of time needed to create good graphics and a good plot
-
- line is tremendous. If you would be interested in helping
-
- create a game and you have skills in art, writing, music, or
-
- programming please let me know. I now want to talk about
-
- something that is totally different than Hostile Takeover and
-
- has nothing to do with it. I am starting my own business and
-
- I am looking for people that are self motivated and would be
-
- willing to work about 5 to 15 hours a week on something that
-
- has a lot of growth potential. If your interested write me a
-
- letter even if you don't want to register HT.
-
- To print this document just type PRINT at the DOS
-
- prompt. If this does not work then use the DOS EDIT or any
-
- other text editor and it will have a print option in there.
-
- If your registering with me don't forget to include what
-
- disk size you need and where you got this game from.
-
- Thank you for playing Hostile Takeover and I hope you
-
- enjoyed it.
-