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- S O L A R L O R D S
-
- By
-
- Alistair Duncan
-
- (C)1993 Alistair Duncan & Tiger Software
-
-
- DISCLAIMER (IMPORTANT READ THIS FIRST BEFORE USING PROGRAM!!)
-
- The author, ALISTAIR DUNCAN, accepts no responsibility for damage caused by
- this software through correct or incorrect use and will therefore not be
- liable to compensate for any such damage if caused. I do not know of any
- other game bearing the same or similar title if, however, the name `SOLAR
- LORDS' has been used before in a game please send me some form of proof
- and I will gladly change it. The program code and documentation is
- `(C)1993 ALISTAIR DUNCAN & TIGER SOFTWARE' and it was written on the AMOS
- package which is `(C)1990 EUROPRESS PUBLICATIONS'.
-
- Phew! now that's over and done with I can explain the game.
-
-
- COMPATIBILITY
-
- This game should work fine on any amiga with 1 megabyte of memory.
- If you have any problems don't hesitate to contact me.
-
- It is recommended, however, that you have 1 Meg Chip Ram in addition to
- some fast ram to get the best performance out of this game.
-
-
- SHAREWARE
-
- This game has a shareware fee of £5. Paying the fee entitles you to free
- updates for a year and discounts on my other games. I also make a point of
- giving registered users regular updates on my progress with old and new
- products alike.
-
- Many shareware authors do things to their programs to attempt to force you
- to pay their fee such as annoying requesters or crippled features. I have
- not done this, everything is complete (I may be a fool for doing this,
- please prove me wrong by registering).
-
- Another habit many authors have is only listening to suggestions from
- registered users. I appreciate that many users out there do not like having
- to register a game first just in the off chance that a suggestion they make
- may be used. Consequently I will listen to suggestions (providing they are
- constructive) from users be they registered or not. If a user suggests an
- idea and I use it they will be credited (Note : you will only be credited
- if you have registered).
-
- The address for shareware registrations, suggestions or queries is
-
- Alistair Duncan
- 113 Brook Street
- Soham
- Cambridgeshire
- CB7 5AE
-
-
- I am currently at university so you can e-mail me at :
-
- A.P.Duncan@herts.ac.uk
-
- (This applies from 30/09/93 to 01/06/94)
-
-
- Well then, now onto the game
-
-
-
- BACKGROUND
-
- None, I just came up with the idea out of thin air. However there were
- influences (albeit vague) from the following games :-
-
- Supremacy (The board game)
- Imperium
- Stratego (The board game)
-
-
-
- THE GAME IN PROGRESS
-
-
- To get past the title page press a mouse button. You will then be presented
- with a screen from which you select the number of players. When this has
- been done you will be allowed to continue.
-
-
- The players are always assigned the following colours :
-
- 1-Red
- 2-Yellow
- 3-White (sometimes also represented as dull grey)
- 4-Green
-
- After you have selected the number of players you will be presented with the
- status screen for warlord 1 (the screen is basically the same layout for all
- players).
-
- THE STATUS SCREEN
-
- It is here that all the most important information about your player is
- found. Each element will now be explained.
-
- PLANETS UNDER CONTROL
-
- Quite simply tells you how many planets out of the six you have under your
- control.
-
- PERSONAL RATING
-
- This is a measure of your warlord's personal charisma. The higher it is, the
- more successful he/she will be at negotiating, fighting etc.
-
- INCOME PER TURN
-
- Starts at zero, but increases when planets are taken over. Each planet has a
- maximum potential income of its own which is dependant on the planets tax
- level and when they are taken over their income is added to their
- conquerors income. For instance planet 1 (Aurana) has an income of 4000 CR
- so if you were to take it over and tax at 100% you would get 4000 credits
- added to your credits every turn until you lost control of the planet.
-
- CREDITS
-
- How many you have at the present time. Starts at 5000.
-
- MILITARY POWER
-
- Defines your attack and defence skill. For the purposes of attack every time
- you fire a missile it will cost you 1 military point. These points can be
- increased by buying weapons. You start with 1 point (i.e 1 missile).
-
- LUCK RATING
-
- Luck plays an important part in many game events. You begin with 100 points.
- It is usually this combined with your personal rating that decides the
- outcome of anything you do during the game.
-
- STRATEGIC POWER
-
- Starts at zero. This is increased each time you take over a planet.
-
- SCIENCE RATING
-
- One of the items of special equipment (see later) requires a certain amount
- of technical knowledge. Your scientific rating is a reflection of your
- technical knowledge on a scale of 0 to 10. Begins at 0 (zero).
-
- CAPITAL SHIP STATUS
-
- Starts at 50. This is the armour level of your capital ship. Your capital
- ship is the single most important thing in the game as it is your only means
- of carrying out your game plan. You can only perform actions at some planets
- if you have a capital ship and losing it can be disasterous.
-
- SPY RANKINGS
-
- Each warlord has a spy representing his/her interests on each of the six
- planets. These spies are ranked on a scale of 1-10, 10 being the best. If a
- warlord gets his spy to rank 10 on a planet and then communicates with that
- planet (see later) the planet will be taken over. Any other spies that reach
- rank 10 on the same planet will not take it over until the first conqueror
- is toppled. Basically it is a first come first serve system. A spy with a
- ranking of zero can be considered dead. So a new one will have to be
- hired in such cases (see later). If your spy for a planet has taken it over
- you will see a 'C' written in addition to the rank number. The 'C' stands for
- 'Conquerer'.
-
- EQUIPMENT
-
- There are a number of items of special equipment that you can purchase
- during the game. If you have any they will be listed here.
-
- The status screen also shows how many moves you have been allocated (1-8).
-
- Pressing a mouse button here will take you to the turn screen.
-
-
- THE TURN SCREEN
-
- This shows the basic options available to you each move of your turn. They
- are :
-
- Communications
- Travel
- Tactics
- Attack & Defence
- Give Up
-
- Each will now be explained
-
-
- COMMUNICATIONS
-
- The communications menu is all the options that are controlled from your
- warlord's space station.
-
- Initially you will be offered the following :
-
- 1..Capital Ship
- 2..Planet
- 3..Others
-
- CAPITAL SHIP
-
- These are all the station to ship instructions.
-
- 1.. Repair
-
- This instructs your ship to carry out repairs to any damage.
- This will cost 2000 CR and will take you back up to 50 hits.
- You can only repair your ship when you are in your station.
-
- 2.. Return to station
-
- This will call the ship back to the station. In the station
- the ship is safe from all forms of attack. It can also be
- repaired here.
-
- PLANET
-
- These are all the station to planet instructions
-
- You tell the computer which planet you wish to communicate with.
- If you have access (i.e your spy on that planet is rank 3 or higher)
- you will be shown information on the planet :
-
- Planetary income
- Strategic value
- Level of unrest (as a percentage)
- State of defences
- Current tax level
- Who rules the planet and who is the chief spy on the planet
-
- As stated earlier communicating with a planet in this way is the only
- way to confirm a takeover and gain the extra income. When a spy
- reaches rank 10 communicate with the planet and the take over will
- be complete assuming that no one else has control of the planet.
-
- The current leadership is represented in pictorial form
-
- The best rank spy will be shown in appropriate robes
- The king will be shown in blue robes if he is still neutral, or in
- the appropriate colour robes if the planet has been taken over.
-
- If a spy who controls a planet is toppled from rank 10 the player
- concerned will still receive the planetary income until another spy
- takes over. This take over is not automatic, all takeovers must be
- confirmed by communicating with the planet concerned.
-
-
- OTHERS
-
- These are miscellaneous actions
-
-
- 1.. Hire new spy
-
- Spies are the only means by which you can take over a planet. It is
- therefore vital that you keep them alive. If one should be killed it
- will be necessary to hire a new one. They cost 15,000 CR to hire
- and will be dispatched to the planet of your choice to begin at
- rank 4.
-
- 2.. Hire Assassin
-
- These cost 40,000 CR a go but can cause havoc. If you can afford it
- and you name a planet you will be presented with an assassin. The
- assassin's skill is rated 1-10 (10=best). If you get one with a
- rating less than ten you can train him/her to make him/her better at
- a cost. The assassin will then go to the stated planet and kill one
- of the opposing spies which you define. The success is entirely
- dependent on the assassin's skill but even one rated 10 can fail.
-
- 3.. Build new capital ship
-
- This will cost 30,000 CR but is essential should your first one
- be destroyed as it is impossible to win without one (unless of course
- everyone else gives up).
-
- 4.. Use equipment
-
- This will bring up a list of any techno equipment that your warlord
- possesses. Selecting one will allow you to put that invention into
- use. What each invention does is explained later.
-
- 5.. Destroy Orbital Guns
-
- If you have orbital guns in position around any of the planets, you
- may destroy them with this option. You may only destroy YOUR guns.
-
- This option will only appear if you have orbital guns.
-
-
- TRAVEL
-
-
- Selecting this brings up a map of the solar system and shows the position of
- all the space stations and your (only your) capital ship. You can then select
- a planet to travel to. It will not allow you to proceed here if your ship is
- destroyed or your shields are up (see attack & defence).
-
- When you select a planet a warp sequence will initiate and one of two events
- may befall you :
-
- 1..Lost in wormhole
-
- This will be a familiar term to Star Trek fans, it simply results in a loss
- of 1 point from your personal rating and a loss of hits from your ship
- armour.
-
- 2..Hit by meteor shower
-
- This will result in your ship taking 10 hits.
-
- If you travel to a planet where hostile (upward) orbital guns are positioned,
- expect to be shot at.
-
-
- TACTICS
-
- This menu controls all your ship to planet instructions and therefore cannot
- be utilised if your ship is destroyed.
-
- 1..Gain trust
- 2..Extract funds
- 3..Damage Opposition
- 4..Sabotage defences
- 5..Cause unrest
- 6..Alter tax level
-
- The seventh option is dependent on the planet and will be discussed later.
-
- GAIN TRUST
-
- If your spy on the planet is alive and less than rank 10 then his
- /her rank will be incremented by one. Alternatively you can increment
- a spy by more that one point at a time but each extra point you add
- will take one move off of your current quota.
-
- EXTRACT FUNDS
-
- If your spy is of sufficient rank and your personal skill is high
- you will succeed in stealing 10,000 CR from the planet's banks. If
- you are unsuccessful you will have to pay 2000 CR compensation.
- This compensation will be paid to the player that rules the planet
- if one does.
-
- Naturally you cannot steal money from a planet that you control.
-
-
- DAMAGE OPPOSITION
-
- Again if your spy is powerful enough selecting this option will
- reduce all the other spies on the planet by one point in rank.
-
- SABOTAGE DEFENCES
-
- If your spy is powerful enough you can reduce the planetary
- defences to make the planet vulnerable to alien invasion. However,
- this is a double edged sword because a planet's defences can never be
- increased when depleted except by terraforming. So once open to
- attack, always open to attack. If the planet is attacked the current
- ruler will be deposed.
-
- CAUSE UNREST
-
- If you want to shift a ruler from a planet then you can cause
- unrest in the population by spreading damaging rumours. The current
- unrest level of any planet can be found out by communicating with it.
- When the unrest gets to a certain level it is possible that an
- organised uprising will take place. In which case the current ruler
- will be deposed. This has the effect of making the planet neutral
- again. More importantly the unrest level will be reduced to zero
- after an uprising.
-
- ALTER TAX LEVEL
-
- This can only be done if you control the planet in question. You will
- have noticed that each planet has an income. This is the amount of
- credits you will earn from the planet if you set the tax rate to 100%
- At the start all tax rates are set at 50%. If you increase them for
- a long period of time the population will get restless and may even
- depose you. If you make the tax rate really low you can reduce the
- planet's unrest level.
-
- As stated earlier the seventh option is always dependent on the planet.
-
- Planet 1 : Aurana
-
- The option for this planet is to buy weapons as Aurana is the only
- planet that produces weapons. The cost is usually 2000 CR but it is
- dependent on your personal skill and luck. Each time you buy weapons
- it will add 2 to your military value. If a player rules Aurana then
- all weapons proceeds will go to that player.
-
- Planet 2 : Minerayta
-
- Here the option is to gain control of trade. In a sense this is the
- stock market game. If you are successful you will add 5000 CR to
- your credit level. If you fail you will have to pay compensation to
- the planets' ruler.
-
- Planet 3 : Orgaty
-
- Orgaty is a pleasure planet so the option here is shoreleave for
- your ships' crew. I leave the effect this has for you to find out.
- If a player rules this planet it is up to them whether they allow
- visitors to have shoreleave or not.
-
- Planet 4 : Beta 12
-
- Beta 12 is a prison planet. The option here therefore is to free
- political prisoners. Again I leave the effect this has for you to
- discover. If your attempt fails and the planet is ruled by a player
- you will have to pay them compensation. You will also lose a large
- amount of your personal rating which could be disasterous.
-
- Planet 5 : Rowani
-
- Rowani is the scientific research planet. The option here is to
- increase your scientific knowledge. Your scientific knowledge level
- is increased in the same manner as your trust levels (see earlier)
- If a player rules this planet the laboratories will only be open to
- him/her.
-
- Planet 6 : Chrijoal
-
- Chrijoal is the the techno equipment planet. It is here that all the
- most powerful (and expensive) items are made. If you take over the
- planet you can decide whether to allow other players to buy
- equipment from here or not. In contrast to other planets, the
- proceeds from any sales on this planet will not go to the planet's
- ruler (as that would result in the player get very rich too quickly).
-
- The equipment you can buy here is as follows :
-
- Planet terraformer (20,000 CR)
-
- This, when used on a planet, will completely wipe it clean. It will
- knock all spies down to rank 2 and set tax levels back to 50%. It
- will also re-boost a planets defence level.
-
- Chemical weapons (30,000 CR)
-
- When these are used on a planet the population of the planet get
- severely poisoned and restless with it. Thusly use of chemicals on a
- planet is likely to cause an instant planetary uprising.
-
- Capital ship power armour (10,000 CR)
-
- This is the cheapest of all the options and as soon as you buy it
- it is active. This armour is the only way to prevent damage to your
- ship when a solar system explosion occurs.
-
- If your capital ship is destroyed you will lose the power armour.
-
- Orbital guns (20,000 CR)
-
- The most useful piece of technology that there is. When you elect
- to use these on a planet you can make them point up or down. Once
- your choice is made it cannot be reversed.
-
- Guns that point down will bombard the planet that they orbit. This
- will cause unrest in the population and may even cause an uprising.
-
- Guns that point up will protect the planet that they are around by
- shooting any capital ships that attempt to remain in the planets
- orbit. They will not shoot the player that placed them there.
-
- The guns are only experimental and if you are extremely unlucky they
- can just burn up in orbit.
-
- Energon Device (50,000 CR)
-
- This expensive piece of equipment when bought and used is despatched
- to the sun. Whenever a supernova occurs it will be charged with
- energy. When it gets sufficiently charged it can do one of two
- things :
-
- a) It can and will unleash its energy, destroying all
- orbital guns that are damaging planets ruled by its owner.
-
- or
-
- b) It will destroy one of the opposing players' capital
- ships outright.
-
- The reason that this is so expensive is that the device is
- indestructable. And once bought and deployed can do you many a
- service.
-
-
- General note : You will always need a certain level of scientific knowledge
- to purchase each of these devices.
-
-
- ATTACK & DEFENCE
-
- This option is very straight forward. Upon selection you will be asked if you
- wish to attack or defend (i.e. press A or D and [RETURN]).
-
- ATTACK
-
- Selecting attack will bring up a list of all the people playing
- (including yourself) and, assuming that you have a ship and the
- necessary military power, you will then be requested to pick
- someone to fire at. If you pick yourself you will have to re-select.
- When you pick a target your choice will be hidden so that your
- potential target does not expect your attack. Firing a missile will
- cost you 1 military point.
-
- Important to note : Missiles are very unreliable as they are prone
- to malfunctioning and thus losing a fix on their target.
-
- Further note : You may only fire one missile per turn. If you attempt
- to fire more than one then any previous missile commands will be
- ignored. However you will still lose military points each time you
- launch a missile. Also missiles may not be fired when your shields
- are raised. They will automatically be lowered if you attempt to do
- so. Firing and then raising your shields is perfectly acceptable.
-
- DEFENCE
-
- This option does not cost you anything to activate. If your shields
- are down this option will raise them and vice versa. Shields vary
- in reliability but they are guaranteed to stop at least one missile.
- You may find that they collapse after a direct hit but all you need
- to do in that instance is to re-raise them. It is possible that you
- may not get the chance and suffer damage but that boils down to all
- your warlord's personal attributes.
-
- One very important thing to note is that, due to the large amounts of
- energy that shields consume, your ability to move will be stopped.
- That will always mean that you have to lower your shields in order
- to move.
-
-
- GIVE UP
-
- This is the fifth option available to you on the turn screen. It will display
- a new screen of instructions :
-
- PRESSING THE LEFT MOUSE BUTTON will pass play to the next warlord
- but leave you in the game.
-
- PRESSING THE RIGHT MOUSE BUTTON will remove you from play but the
- amount of cash you had will be stored. This is important because,
- should all the players decide to quit, the winner will then be
- decided in terms of who has the most credits.
-
- You will notice a countdown going on at the top of the screen, if you have
- clicked on give up by mistake simply wait for this countdown to reach zero
- and you will be returned to the turn screen with no loss of moves.
-
-
- NEWS AND INFORMATION SECTION
-
- After every player has finished their turn the news section will appear. This
- is similar in purpose to the random event section on one of my other games
- (Stewards' Enquiry, £5 to register). There is a selection of completely
- random events and a number of events that are dictated by your actions. For
- example the occurrences of planetary uprisings, assassinations, alien
- invasions etc. This section will also inform each player of any urgent
- occurrences such as the loss of a spy or capital ship and whether or not the
- player can afford to replace them.
-
-
- BEST AT THE MOMENT
-
- After the news a small screen will pop up showing little trophies, one for
- each player, the trophy belonging to the player who is winning will bounce
- up and down.
-
-
- WINNING THE GAME
-
- If all players give up, the winner will be decided in terms of credits. If
- some players remain in the game then the first to gain complete control of
- all six planets will be declared the victor.
-
- At this stage pressing a mouse button will begin a new game. To quit at any
- time and return to AmigaDOS/Workbench press Ctrl-C.
-
-
- HINTS AND TIPS SHEET
-
- There are a number of excellent strategies that can assist you to win.
- If you register I will send you the hint sheet. However, any reasonably
- intelligent person should be able to work them out themselves.
-
-
- OTHER INFORMATION
-
- This game was written on the following configuration :
-
- A4000/EC030 with 80 MEG HD and CBM 1960 Multisync monitor.
-
-
- Software used
-
- Dpaint IV
- SID2
- Textra by Mike Haas
- AMOS Professional V2.00
- AMOS Professional Compiler
-
-
- PEOPLE WHO HAVE CONTRIBUTED TO THE PRODUCTION OF
- -=*SOLAR LORDS*=-
-
- (Other than myself of course)
-
- ASSISTANCE WITH GRAPHICS AND AUTHOR OF MUSIC
-
- Anthony Vaughan Bartram
-
-
- VOICES
-
- Radha Bilimoria
-
-
- HELP WITH BUG FINDING
-
- Jon Lewis, Stuart Hannford, Lee Hodgkins.
-
-
- IDEAS FOR GAME IMPROVEMENTS
-
- Christopher Povey, Jon Lewis.
-
-
- PLAYTESTING
-
- Jon Lewis
- Lee Hodgkins
- Stuart Hannford
- Christopher Povey
- Sunil "Sunny" Patel
-
-
-
- Thanks for reading and don't forget to register.
-
- *****************************************************************************
-