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-
- <<<< A TACTICAL COMBAT SIMULATOR >>>>
-
- >>>>Copyright 1989<<<<
-
- By: Michael J. Feldhake
-
-
- ************************************************************
- ******** A Shareware program for wargamers ********
- ******** ********
- ******** If you like this program. Send $15.00 to: ********
- ******** ********
- ******** Michael J. Feldhake ********
- ******** P.O. Box 47054 ********
- ******** Indianapolis, IN 46247-0054 ********
- ************************************************************
-
-
-
- INTRODUCTION:
-
- TCS is a utility program that allows two players to
- control movement of company size combat units. It also
- allows you to place mines, set spot zones, scout areas of a
- map, set obstructions (such as blown bridges), transport
- units, and call in artillery fire and ground support. You
- can use TCS to play your own designed game. Or you can use
- TCS to play a premade game like "Panzer Leader."
-
- The best two parts about this program is its realism
- and versatility. Since each player has his daily password.
- You can only see what the computer tells you. You will have
- to use good sound tactics and intelligence practices to win
- over your opponent. The versatility of TCS is limited by your
- imagination. TCS can also be used for many different scenarios
- in different times of history.
-
-
- TCS CONFIGURATION:
-
- *To run TCS, you need 256K memory, any monitor,
- and one floppy drive.
-
- *The maximum number of combat units is 200 per player.
-
- *The maximum number of obstructions is 20.
-
- *The maximum number of mines is 40 per player.
-
- *The maximum number of zones is 100 per player.
-
-
- MAPS:
-
- A nice feature of TCS is the map. TCS uses grids to move
- units to and from. Don't understand!? When you define a
- point on a map to TCS, it is in the form Ncoord Wcoord where
- Ncood and Wcoord are integer numbers from 0 to 65535 each
- representing a map location. The position 0 North 0 West
- starts at the LOWER LEFT HAND SIDE of the map! So this means
- north is straight up. The north numbers go higher as you go
- more to the north. And the farther you go east, the higher
- the west numbers go! This is the Square Grid system. See the
- ADVANCE.DOC for more information.
-
- WEST
- 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15
- 9 ---------------------------------------------- 9
- N 8 | | | | | | | | | 8
- 7 | - - - - - - - - - - - - - - | 7
- O 6 | | | | | | | | | 6
- 5 | - - - - - - - - - - - - - - | 5
- R 4 | | | | | | | | | 4
- 3 | - - - - - - - - - - - - - - | 3
- T 2 | | | | | | | | | 2
- 1 | | | | | | | | | 1
- H 0 ---------------------------------------------- 0
- 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15
-
-
- This map shows what I mean about the square grid system.
- This map shows about half of the grid lines (represented by
- '-' or '|'). Notice that the map is numbered on all four
- sides for ease of reading.
-
- There is no actual map that TCS uses to play on. You
- design the map and keep it with you. This way is a Lot more
- beneficial to the realistic player. Because you can make
- several battle fields and overlay the grid lines to play on
- TCS. All TCS really does anyway is keep track of what is on
- and who is moving to what grid.
-
-
- HOW TO PLAY:
-
- PASSWORDS:
-
- Each day as you begin a new game or continue an old one.
- The program will ask for your password for the day. This
- password may be up to 10 characters in length. Enter as you
- wish. The program uses this to let you get into and see your
- units and other information while protecting it from your
- opponent.
-
-
- THE <ESC> KEY:
-
- The <ESC> (escape) key allows you to get out of the ENTER
- MINE, SET UP ZONES, ENTER UNITS, and the OBSTRUCTIONS routines,
- while you are at their top menus. All other routines are
- special.
-
-
- A SPECIAL NOTE:
-
- If you ever get in trouble and hit a wrong key and you are
- being asked to enter something. Hit <CR> or enter a zero until
- you are back to the menu you want. A zero in this game
- represents nothing. So you are safe.
-
-
- MENU ITEM ONE 1> Game:
-
- Before you can start playing, you will need to enter your
- units. If you have recalled an old game, then you will not
- do this part again. The screen will display twenty unit
- types with movement factors beside them. It will ask you for
- a unit ID# on the top right. Enter the ID# (must be
- integer/numeric only and no more than five in length) for
- your first unit (i.e. 345.) The number of units will show
- and it will prompt you to enter a unit type of the unit you
- have just created. Enter the LETTER of the type of unit you wish.
-
- It will now prompt you for the units North coordinate.
- Enter the numeric coordinate. If your not sure what to enter
- or you do not want to place the unit yet. Press <CR> and
- continue. Then it will prompt you for the West coordinate. Do
- the same as you did for the North coordinate. If you make a
- mistake on one of previous inputs. Enter a -1 for your next
- Unit ID# to delete the last unit.
-
- Continue until you have entered all your units. Press
- <CR> at the ENTER UNIT ID# prompt when complete. The program
- will continue to the next player or take you back to the
- main menu. Once back at the main menu. You may not enter the
- GAME selection again! However, you may now use ENTER UNITS to
- move your units.
-
-
- MENU ITEM TWO 2> Enter units:
-
- This routine will allow you to do many things. It will
- allow you to view your units and positions. Select a unit
- and either assign it a new location, call in artillery fire,
- transport a unit, assemble, or deploy the unit.
-
- First, there are three different classes of units. These
- classes determine what you can do with that unit. The first
- class, CLASS 1, is the class in which all regular units fall
- into. These are all units except the artillery and transport
- units. CLASS 2 units are the artillery units. And CLASS 3
- units are the transport units.
-
-
- THE DISPLAY;
-
- The display of the units shows the unit's ID#, type,
- movement factor, present location and location heading to.
- It will list nine units at a time. This display will show some
- things that are not discussed here. See the Deployment And
- Rally Points, Transports, and Artillery sections in the
- ADVANCE.DOC for more information. But for now, continue on.
- Use may use the view keys (UP/DOWN ARROWS, PageUP, PageDOWN,
- And HOME) to see and scan through your units. Press <P> to
- choose a unit. Then, enter the number (1-9) that IDs the Unit
- you wish.
-
-
- CLASSES OF UNITS;
-
- After you have entered the units ID# of the unit you
- want. If the unit is a CLASS 1 unit type, then you will see
- the unit's ID# and type show below. The program will then
- prompt you to enter the New North Coordinate. Enter a number
- between 0 and 65535 and press <CR>. The program will then
- prompt you to enter the New West Coordinate. Again enter a
- number and press <CR>. You have just given the unit a new
- location to move to. This is how we move our units. If you
- liked what you have entered, then press <SPACE BAR> to ok it.
- Press <-> to nullify the order. If you did not place the unit
- when you created it. The program will first ask you for a
- starting North and West location.
-
- If the unit is a CLASS 2 unit, class 2 again being the
- artillery units, the program will prompt you to enter <M> to
- move the unit or <F> to assign the unit a fire-mission. If
- you want to move the unit, Again, assign it a new location.
- If you are wanting to assign a fire-mission to the unit, the
- program will prompt you for a north coordinate and a west
- coordinate. This is the target information. Again <SPACE BAR>
- to ok it and <-> to nullify it. See the section on Artillery
- in the ADVANCE.DOC.
-
- If the unit is a CLASS 3 unit, class 3 being the
- transportation units. The program will prompt you to enter a
- <M> to move, <P> to pick up a unit or a <D> to drop off a
- unit. If you want to use the transport unit to transport
- another unit, Press <P>. Then enter the unit's ID# you want
- to transport. If your transport unit has already transported
- a unit. And you are at that location you want. Press <D> to
- drop off the carried unit. That will now release the unit
- being transported.
-
- At the "ARROW UP/DOWN, PGUP, PGDN, HOME <P for pick unit>"
- prompt. Press <ESC> to return to the main menu.
-
-
- MENU ITEM THREE 3> Place Mines:
-
- This selection will ask for your password and then
- display your mines if there are any. It will ask you for a
- map location (two entries) for your next mine. If you only
- wanted to view your mines press <CR> twice (to tell the
- program not to create a new location) and then follow the
- prompts as you wish.
-
- Setting a mine at a location will alert the player who is
- moving a unit onto that location, that his unit has ran onto
- mines. You can now take that unit and take off damage if so
- desire. Just like in the real world, when you run onto a
- minefield. You have up to twenty mines in this game. After
- one is set. You may not reset or change its location.
-
-
- MENU ITEM FOUR 4> See Obstructions:
-
- This selection will allow you to do two things. First,
- you will be able to view the obstructions. Second, you will be
- able to create a new obstruction.
-
- An obstruction in TCS represents a point on a map which
- one can not move on. A good example of a obstruction is a blown
- bridge. If at location 12N 5W (that is north coordinate # 12
- and west coordinate # 5) there is a bridge that extends over
- a small river. You want to blow the bridge so your opponent
- will not be able to cross over the river with one of his
- armored units. You will then set an obstruction at 12N 5W.
- This will now make that armored unit stop before it gets to
- the bridge and therefore prevents it from crossing it.
-
-
- MENU ITEM FIVE 5> Set up zones:
-
- This is the most complex part of TCS. And it is also the
- most fun. This area will allow you to create two types of
- zones. An AREA type and a LINE type. A zone is an area on
- the map that you are observing. A good example of a zone is:
- You occupy a small village. North of this village is a large
- flat plain. This plain could be defined as a rectangle 5
- points to the north and 7 points to the east. See display
- below.
-
-
- WEST
- 20 21 22 23 24 25 26 27
-
- 13 o------------------------------ p2
- N | . |
- 12 | . |
- O | . |
- 11 | . |
- R | ....grass plain.... |
- 10 | . |
- T | . |
- 9 | . |
- H | . |
- 8 p1(town)----------------------- o
-
- 7
-
- P1 represents the town. And p2 represents the rectangular
- point which defines the length and depth of the area you are
- observing. The o's represent the corners of the zone.
-
- This rectangle (a six by seven area) is an AREA type of
- zone. If any of your oppenent's units (except air units)
- goes into this predefined area. The game will alert the
- observing player during the MOVE UNITS selection.
-
- The other type of zone is the LINE type. This will allow
- you to observe a narrow gap or one selected point. See
- display.
-
-
- WEST
- 20 21 22 23 24 25 26 27
- 13 p2(town)
- N | /
- 12 --trees-- /
- O | /
- 11 /
- R / |
- 10 / --hill--
- T / |
- 9 /
- H /
- 8 p1(trees)
-
- 7
-
-
- This time p1 is located in some trees. And p2 is a point
- which represents a town. Since you cannot see though the
- hill and look through the thick trees. The line is all that
- you can observed. And for each location on the line. The
- surrounding points are viewed also. This is the LINE zone
- type.
-
- The menu in this selection will allow you to observe,
- delete, and create your zones. If you are creating a new
- zone. TCS will ask you for five things.
-
-
- BASE NORTH: ;this is the north coordinate of the
- base of your new zone. (p1)
- BASE WEST: ;this is the west coordinate of the
- base of your new zone. (p1)
- SPOT NORTH: ;this is the north coordinate which
- defines either the area or
- line. (p2)
- SPOT WEST: ;this is the west coordinate which
- defines either the area or
- line. (p2)
- TYPE: ;this is the type of zone. 1 for
- AREA type and 2 for LINE type.
-
- NOTE: Zones use X, Y coordinates on a Cartesian Coordinate
- system. This will allow you to use any point weather the
- area or the line is going North, South, East, or West.
-
- As you can see, these two types of zones could come in
- very good use. During the move phase of the game. If one of
- your zones becomes occupied by the opponent. The program will
- erase that zone. See the Zones and Scouts sections in the
- ADVANCE.DOC for more information.
-
-
- MENU ITEM SIX 6> Move Mode
-
- This is the heart and sole of TCS. And this selection
- will do a great many things. It would be useless to list
- them, but I will provide a shortened version. This algorithm
- shows what happens and what is checked.
-
-
- player = 1
- play x = 1
- loop Unit x is moved one position.
- All obstructions are checked for same position.
-
- All opponents units are checked.
- Positions are checked around unit x.
- If unit is a scout or spotter type.
- Positions "plus" are checked.
-
- All mines (both player and opponent) are checked
- for same positions.
-
- All opponent's artillery strikes are checked for
- same location.
-
- x = x + 1
- IF x not = to 0
- GOTO loop
- ELSE
- Check all zones for any units spotted.
-
- List all air activity of opponents (except
- for those located in safe area.)
-
- player = player + 1
- IF player = 2
- GOTO play
- ELSE
- Done.
-
- Again this is the shortened version of the algorithm.
- But it shows you how TCS's Move Mode works. This process
- can get slow depending on the amount of your units and
- zones. But it does a thorough job. A few points now about
- the operation of this mode.
-
- *If a unit makes contact with the enemy. That unit will
- automatically stop. You will have to give it a new point to
- get it going again. This is done so you won't run over the
- enemy. Although thats possible in real life. Your combat
- results will have to determine the outcome. The SCOUT,
- SPOTTER PLANE, and Air Units are exceptions to this rule.
-
- *Besides just giving contacts. TCS will also alert players
- about artillery fire, zone activity, air activity, and report
- zone base's found by your scouts.
-
- *Every time the program needs to alert a player of a
- contact. The program will ask for a password and then give
- the information.
-
-
- MENU ITEM SEVEN AND EIGHT:
-
- Both of these are obvious in their functions. One note
- about these. They both save the game. The program will
- write to five .BIN files that contains the information
- pertaining to your game. The five .BIN files are:
-
- UNIT.BIN 16000 Bytes ;contains all unit data
- ZONE.BIN 2000 Bytes ;contains all zone data
- MINES.BIN 160 Bytes ;contains all mine data
- OBS.BIN 80 Bytes ;contains all obstruction
- data
-
- *If these files do not exist on the disk. The program
- will create them for you.
-
-
- CONCLUSION:
-
- If you have not noticed. TCS does not provide a combat
- results section. Since TCS can be played during any era.
- TCS could not provide all of the situations that become
- available. See the ADVANCE.DOC for more info.
-
- This should be enough to get you started. Use TCS awhile
- before going to the ADVANCE.DOC. That covers a lot of
- small but useful tricks.
-
- I have written this program to be as close to realism as one
- could get it. There are some flaws (not bugs) in TCS that can
- not be avoided. If you have any suggestions, PLEASE write, and
- I will try to accommodate it!
-
-
-
- ************************THE END**************************
-
-
-