home *** CD-ROM | disk | FTP | other *** search
Text File | 1992-09-28 | 71.6 KB | 2,160 lines |
-
-
-
-
-
-
- MechWar
-
- Version 1.0
-
- Klaus Breuer, 1992
-
-
-
-
-
- Dedicated to:
- Simone du Toit
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- Legal Notice: This text is full of trademarks, most of them
- probably belonging to FASA Corporation. The others belong to
- their respective owners.
-
-
-
-
-
-
- 1 Very quick start
-
-
- Hi! Just for those of you who hate reading .DOC files (like me),
- here's a short introduction:
-
- Unzip all files into a single Subdirectory. Make sure you used
- the -d Option, like this: PkUnzip -d Mech10.
- If you didn't, create a subdirectory called SPRITES and copy
- these files into it: *.NFO *.CSP
- Start the MechDesigner by typing MDESIGN. Press [F1] to get help,
- look around, have fun.
- Then come back here, because MechDesign just a small part of the
- package...
-
-
- 2 Legal Stuff
-
-
- Well, what can I say. I have written to FASA Corporation for
- permission to use their names (I simply don't know if there is a
- TradeMark on terms like 'Mech, Marauder, and so on), but haven't
- received any reply yet.
- Since I'm not going to sell this program, or ask any money for
- it, I hope it's ok. Please tell me if I'm doing something illegal
- (gasp), then I'll go about changing names, and the like.
-
- Thus I don't even have a Copyright on the program. I do, however,
- have a Copyright on the code itself :-)
-
-
- 3 What you'll need
-
-
- Computer You'll need an MS-DOS computer. I don't know how
- fast it should be; after my trusty 286 died, I
- scimped and saved until I've finally got a 486/50
- -- great for program development, but I don't know
- how fast the program runs on your machine.
- I do know that loading all 159 Mechs into the
- selection list can take 10 seconds on an AT, thus
- keep as few Mechs in your datafile (MECHS.DAT) as
- possible. You can load more Mechs in later using
- the READMECH Program (see below), or reading them
- in one by one with the Import/Export Functions of
- MechDesign. A disk buffer can really work wonders,
- by the way.
- The loading of the graphics title screens can also
- be a little slow -- feel free to delete the .GIF
- files, the program won't miss them.
-
- RAM You should be ok with 640KB, I haven't tested it
- with 512Kb yet. Deleting the *.GIF files frees up
-
-
-
-
- - 2 -
-
-
-
-
-
-
- some RAM for you, if necessary (also see the SetUp
- utility further on).
-
- EMS is supported by the MechWar program. Simply copy
- MECHWAR.EMS to MECHWAR.EXE. Using EMS will enable
- you to run the program in less RAM. Make sure that
- no other program (disk buffer, etc) use the EMS...
-
- EGA is required for GroundDesign, ConflictDesign and
- for MechWar (see below).
-
- Hard Drive You might just be able to run the whole package on
- a 720Kb Floppy, but that would be reeeaal slow.
-
- MS-DOS Personally, I'm using MS-DOS 5.0. It should work
- with all versions of DOS (maybe even 2.11),
- though.
-
- If anyone of you runs into trouble with his configuration, please
- tell me about it so I can either do something about it or at
- least warn others in the manual, ok?
-
-
- 4 What's MechWar?
-
- 1
- Some time ago, FASA Corporation brought out a game by the name
- of BattleTech. The game centers about 12m high humanoid robots
- packed to the brim with all kinds of destructive weapons, trying
- to stomp each other into the ground.
-
- I know this sound a lot like the Transformer Junk, but believe
- me, it's lots of fun. Evidentially I'm not the only one who
- thinks so: the game is a huge success and is now also available
- as a role playing game.
-
- The only disadvantage, in my eyes, is that you need other people
- to play it, and they might not be prepared to spend 15h per day
- on it...
- Also, I wanted to find a quick way of testing new Mechs and new
- strategies, and thus I started looking for a computer version.
- I found several, but they were either Role Playing Games
- (Infocom) or Arcade Games (Activision). Thus I decided to write a
- straight translation of the board game.
-
- The MechWar package consists of several modules:
-
- MechDesign The second most important module, it allows you to
- design every possible Mech, also giving you
- information like Damage Curves, Maximum Heat
- Buildup, Combat Efficiency Factor, Cost, etc. It
- _________________________________________________________________
-
- 1. FASA Corporation, P.O. Box 6930, Chicago, IL 60680, USA
-
-
-
- - 3 -
-
-
-
-
-
-
- can also print out a Mech List or a Record Sheet.
- Filename: MDESIGN.EXE
-
- WarriorDesign Here you can put together your own Mechwarrior.
- Only a small subset of the capabilities of the 1st
- edition are supported, as I'm going to rewrite it
- completely for the new edition (which I only got
- just now). Filename: WDESIGN.EXE
-
- GroundDesign allows you to create a 26x16 playing map, complete
- with buildings, mines, water, hills, forests and
- so on. Filename: GDESIGN.EXE
-
- ConflictDesign Here you put together a war scenario for MechWar
- itself. You merely state which Map to use and
- place the Mechs on it.
-
- MechWar This is the most important part: it allows two
- people to play the game against each other. As
- this is the most Beta in the whole package, it's
- probably still full of bugs (sigh). Filenname:
- MECHWAR.EXE
-
- Convert This small Utility allows you to convert your
- Mechs designed with earlier Versions of
- MechDesign. Note that newer Mechs with the same
- name will be overwritten. Filename: CONVERT.EXE
-
- ReadMech This imports the new *.me1 and *.me2 files
- (created by the Export function of MechDesign into
- your MECHS.DAT file. The only reason I have
- included it is that it supports wildcards, so you
- can read in lots of Meachs in one go. Filename:
- READMECH.EXE
-
- SortMech This will sort your MECHS.DAT file. Caution! On a
- standard AT this can take ages. I don't know why -
- it runs in 8s on my computer, and so I didn't
- notice it till just now -- I'll work on it.
- Probably a bug in the writing routine... :-)
- Filename: SORTMECH.EXE
-
- SetUp In this small utility you can change three things:
- The message delay (pause after each message in ms)
- Sound (toggle the beeps on and off)
- GIF Titles (toggle the GIF titlescreen)
-
- Mechs I have included 158 Mechs (all I could find from
- 3025, including all 'officially' known variants)
- in here, so you can immediately get ready
- modifying them (which -- in my eyes -- is most fun
- of all). Note that MechDesign can slow down quite
- a bit when confronted with so many Mechs, so you
- might want to build your own file using the
-
-
-
- - 4 -
-
-
-
-
-
-
- Import/Export function of MechDesign. Filename:
- MECHS.DAT
-
- Maps I have included a few maps, many of which were
- written by others (see below). I will add any
- other maps I get into this archive. Thanks, Guys!
- Filename: MAPS.ZIP
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- - 5 -
-
-
-
-
-
-
- 5 Technology Base
-
-
- For those of you who know the game (or plan to buy it): I'm using
- the 3025 technology. Yes, I know, I have been asked by several
- people already to include the 3050/3055 technology, but frankly,
- I don't like it and none of the modules was designed for it.
- It'll come in a later version, ok?
-
- However, I have included some nice ideas from the Inner Sphere,
- like the Anti Missile System or the Pulse Lasers. Also, I have
- included a massive, heavy Gauss Rifle (meant as alternative to
- the Arrow IV Artillery System). Look below for more info...
-
-
- 6 MechDesign
-
-
- This Module is rather straightforward.
- Just type MDESIGN, press any key as soon as the title screen
- appears and you'll see that Main Screen, where most of the
- information is located.
-
- Generally, using the program is easy: use the highlighted key to
- select an option, use the cursor keys to cycle through
- information, press the space bar to confirm an action or [Esc] to
- abort it.
- Pressing [F1] will pop up a short help screen.
-
- I suggest loading a Mech (use the [F3] key to select one), and
- just fiddling around with it, until you get the general idea.
-
- 6.1 A short overview of the displayed data
-
- If you have trouble with any of the displayed information, look
- it up here:
-
- 6.1.1 Name
-
- The Name of your Mech. It will be used to reference it in the
- game itself, and thus should be definite.
- For example: MAD-3R Marauder.
- On all the example Mechs, I have included the code of the Mech as
- well (MAD-3R in the above example), so the different variants can
- be recognized.
-
- 6.1.2 Max. Weight
-
- The weight class of your Mech, in steps from 10t to 100t. The
- primary characteristic of your Mech, it determines (amongst other
- things) the strength of your internal structure.
-
-
-
-
-
-
- - 6 -
-
-
-
-
-
-
- 6.1.3 Current Weight
-
- How much your Mech currently weighs. You're not allowed to save
- the Mech if this exceeds the maximum weight.
-
- 6.1.4 Reactor size
-
- The size of the fusion reactor powering your Mech. The bigger
- this thing is, that faster you Mech will go -- usually.
-
- 6.1.5 Walking
-
- The walking speed of your Mech (in hex per turn). This is
- determined by the current weight and the engine size.
-
- 6.1.6 Running
-
- A direct function of your walking speed.
-
- 6.1.7 Jumping
-
- If your Mech is equipped with Jump Jets, shows the maximum
- distance (in hex) he can jump.
- You can never jump further than you can walk.
-
- 6.1.8 Heat Sinks
-
- The number of Heat Sinks of your Mech. They control the heat
- generated while moving or shooting.
- Heat is the biggest enemy of a Mech - heat up too much and your
- aim worsens, your speed drops, your Mech shuts down, your ammo
- blows up...
- Every engine has 10 free Heat Sinks built into it, so you can't
- 2
- go below that value .
- Since the program distributes the Heat Sinks for you, I suggest
- you leave them till last.
-
- 6.1.9 Gyroscopes
-
- Every Mech has a Gyroscope to keep it upright. Its weight is a
- function of the engine size -- bigger engines need bigger Gyros.
-
- 6.1.10 Cockpit
-
- That's where you sit. Every Mech has one, and it always weighs 3
- tons.
-
-
-
- _________________________________________________________________
-
- 2. I know, I was told this morning that this is not quite correct
- -- it'll be fixed in the next version.
-
-
-
- - 7 -
-
-
-
-
-
-
- 6.1.11 Jump Jets
-
- The number of Jump Jets you have. These allow you to fly short
- distances (building up quite a bit of heat in the process,
- though). They can only be mounted in the legs and torso.
- Since the program distributes the Jump Jets for you, I suggest
- you leave them till last (just before you enter the Heat Sinks).
-
- 6.1.12 Armour Value
-
- The amount of armour your Mech carries around. Your weight class
- determines how heavily the internal structure is armoured, and
- you can only bolt on twice that much as external armour.
- Only the head is always allowed nine external armour points.
- The torso can additionally have armour on the rear (so 9/4 would
- mean 9 points on the front and 4 on the back).
- Each point of armour weight 500kg, and the total weight of the
- external armour is shown in the right top of the screen.
-
- 6.1.13 Max. Heatbuildup
-
- The heat generated by your weapons if you fire a full salvo while
- standing still. A good indication of how many heat sinks you'll
- need...
-
- 6.1.14 Offensive Range
-
- The distance at which your Mech can cause damage, shown as min--
- max. Note that the minimum range of all weaponary is actually 1
- (adjacent hex), but some weapons will have problems shooting at
- such close ranges, and thus their minimum is displayed.
- (For example, a PPC has a minimum range of 3 and a maximum range
- of 18, so a Mech armed with only PPCs would show 3--18).
-
- 6.1.15 Price
-
- The exact price of your Mech in C-Bills. You can get an accurate
- breakdown by pressing [B] for Bill.
-
- 6.1.16 Combat Efficiency Factor (CEF)
-
- This is something I'm still playing around with (meaning it'll
- change in the next version). It is an approximate measure of how
- good the Mech is, taking into account things like size, heat
- efficiency, jump capability, etc.
- I have adapted it from the magazine BattleTechnology, which I can
- highly recommend (even if I can't find its address at the
- moment -- sorry, I'll include it in the next release).
-
-
-
-
-
-
-
-
-
- - 8 -
-
-
-
-
-
-
- 6.1.17 Weapons/Ammo
-
- A list of the equipment carried by your Mech. Currently, you can
- 3
- only fill 20 slots (one piece of equipment will fill one slot) .
- It is, however, sufficient for every Mech I've come across, even
- the STK-3F Stalker needs only 14 slots...
-
-
- 6.2 A short command summary
-
- 6.2.1 [*] -- Max Out Armour
-
- A quick way to build Mechs from scratch, this option sets the
- external armour to maximum. Note that the rear armour is set to
- zero -- you'll have to decide yourself how much to take from the
- front and paste onto the back :)
-
- 6.2.2 [Ins] -- Add Weapon
-
- With the [Ins] or the [W] key you can add a weapon or a piece of
- equipment. The program will show the weapon just above your
- equipment list in the following format:
-
- <Name> <Heat> <Damage> <Minimum> <Range> <Weight> <Slots>
-
- Name The name of the weapon (a shorthand is used in
- most of the game, for example LRM-10 instead of
- Long Range Missile (10))
-
- Heat The Heat generated when firing the weapon.
-
- Damage The maximum damage caused by it (if you hit).
-
- Minimum The minimum effective range. Note that you can
- fire all weapons at targets below their minimum
- range, but the accuracy suffers as a result.
-
- Range The Short, Medium and Long range for this weapon,
- written as S/M/L.
-
- Weight The weight in tons.
-
- Slots The number of slots taken up in the Mech (not the
- number of slots taken up in your Equipment List -
- that's always one slot per piece of equipment or
- ton of Ammo).
-
- Using the Cursor keys, cycle through the weapons until you find
- one you like. Then press [Space Bar] to select it.
-
- _________________________________________________________________
-
- 3. That also puts an end to those 30MGs Mechs :)
-
-
-
- - 9 -
-
-
-
-
-
-
- The program will ask you where to place this weapon in the Mech
- itself; again, use the cursor keys and the space bar to select a
- mounting place.
- Note that some weapons can only be mounted in certain places (a
- Hatchet must be in one of the arms) and need enough space (the
- Autocannon/20, for example, requires 10 free slots).
-
- You can mount a weapon to the rear (Torso and Head locations
- only) by answering the pop-up question with Yes.
-
- 6.2.3 [A] -- Add Ammo
-
- Here you select ammunition for those weapons needing it (like
- Autocannons and missiles). Note that some weapons can fire
- several types of ammunition - for example, the Short Range
- Missile Launcher (2) can fire both normal and Inferno missiles.
-
- 6.2.4 [Del] -- Remove Weapon/Ammo
-
- Similar to the Add Weapon option, you first select which weapon
- in the equipment list to remove. Then you select, from where in
- the Mech it is to be removed (for example, do you want to remove
- the laser in the left arm or in the right torso?).
-
- 6.2.5 [PgUp] -- View Damage Chart
-
- This gives you the Damage Distribution Graph for your Mech. Range
- is shown at the bottom, while the bars represent maximum possible
- damage at this range.
- This is useful for determining 'holes' in your defense.
- Note, also, that below-minimum weapon range is not counted, thus
- a PPC would only register as causing damage in the range from 4
- to 18.
- Weapons mounted in the rear are not counted in this display.
- Pressing any key returns you to the Main Screen.
-
- 6.2.6 [PgDn] -- View Mech Load
-
- This will show you where each weapon is mounted on the Mech. Note
- that some slots are already filled with rather important things
- like engines and your cockpit.
- Press any key to return to the Main Screen.
-
- 6.2.7 [B] -- View Bill
-
- This displays the bill for your Mech so far. This information can
- be rather useful if you're role playing the game.
- It will be even more useful in future version of this game, as
- you'll initially have a limited budget...
- As usual, pressing any key will return you to the Main Screen.
-
-
-
-
-
-
-
- - 10 -
-
-
-
-
-
-
- 6.2.8 [D] -- Delete Mech
-
- This option will permanently remove the current Mech from the
- MECHS.DAT File. Note that the Program searches for the name given
- in the upper left -- make sure it's really the one you want to
- delete...
-
- 6.2.9 [I] -- Import/Export Mech
-
- This pops up a Menu where you can import and export the current
- Mech:
-
- Save MechFile This will create two files, <name>.me1 and
- <name>.me2, containg all information on the
- current Mech. Useful for swapping Mechs, or
- uuencoding them and sending them over the Net.
-
- Load MechFile This will pop up a selection window, where you can
- read in the files created with the Save MechFile
- option. Note that Mechs in your datafile having
- the same name will simply be overwritten.
-
- Mech To List After entering a filename (the usual 8
- characters), the program will generate a one-line
- description of the current Mech, appending it to
- the file if it already exists. This option is
- useful for discussing designs over the Net, or
- just creating a quick-reference list of your Unit.
-
- Record Sheet This will print out a complete Record Sheet for
- the current Mech. The printer must support the IBM
- extended character set (little lines and corners),
- otherwise your Record Sheet is going to look a
- little weird.
-
- 6.2.10 [F5] -- Toggle Left Hand
-
- This option will add/remove the left hand of your Mech. Some
- weapons require a hand, and physical attacks are so much easier
- if you actually have a fist...
-
- 6.2.11 [F6] -- Toggle Left Lower Arm
-
- This option will add/remove the lower left arm of your Mech. With
- it, you can mount a hand (with all its advantages), without it
- you can flip your arms back and fire into your rear arc.
-
- 6.2.12 [F7] -- Toggle Right Lower Arm
-
- Same as [F6], but for the other arm.
-
- 6.2.13 [F8] -- Toggle Right Hand
-
- Same as [F5], but for the other hand.
-
-
-
- - 11 -
-
-
-
-
-
-
- 6.2.14 [F1] -- Help
-
- Pops up a short help window, if you're stuck.
-
- 6.2.15 [F2] -- Save Mech
-
- Saves the Mech into your datafile MECHS.DAT, if it is not too
- heavy.
-
- 6.2.16 [F3] -- Load Mech
-
- This will pop up a selection window with all the Mechs in your
- datafile. Select a new Mech with the cursor keys, load it with
- the space bar.
- Since it can take up to 10 seconds to load 158 Mechs into the
- selection list, I suggest keeping as few Mechs as possible in
- your datafile unless you have a disk cache or (even better) a
- fast computer.
-
- 6.2.17 [F4] -- Test Mech
-
- So far, this option only tests if the Mech is within its weight
- allowance -- it will probably be used for diagnostics in later
- versions of the game.
-
- 6.2.18 [F10] -- New Mech
-
- This starts you off on a clean slate (after confirming, of
- course).
-
- 6.2.19 [Esc] - Leave Program
-
- This option returns you to your operating system.
-
-
- 7 WarriorDesign
-
-
- This program is used in exactly the same way as MechDesign -look
- there for more information or press [F1] for help.
-
- Note, however, that you can't 'resell' Skill points - these can
- only be increased.
-
- I will upgrade this program to the new edition of the role
- playing game soon, then the whole generating process will change
- (yes, I'll also include packages like University).
-
- 7.1 A short overview of the displayed data
-
- 7.1.1 Name
-
- The Name of your Warrior. Try to keep it short, as the program
- will reference you with it.
-
-
-
- - 12 -
-
-
-
-
-
-
- Currently it is possible to use the same warrior in all eight
- Mechs, but that will change in future versions...
-
- 7.1.2 Experience
-
- The experience gathered by your character. Not currently used.
-
- 7.1.3 CP
-
- Your Character's Character Points. You can use these to purchase
- Attributes and Skills.
-
- 7.1.4 Attributes
-
- You can increase and decrease the attributes freely - by
- decreasing them, you'll gain CPs, while (obviously) you'll pay
- CPs to increase them.
-
- Body The strength and endurance of his body. Used in
- the game to determine how much damage the warrior
- can take before dying.
-
- Dexterity Influences the following Skills: Driver,
- Gunnery/Mech, Piloting/Aerospace and
- Piloting/Mech.
-
- Learning Influences all Skills except Driver.
-
- Charisma Not used so far.
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- - 13 -
-
-
-
-
-
-
- 7.1.5 Skills
-
- These Character Skills can only be increased, so choose wisely:
-
- Driver Not used so far.
-
- Gunnery/Aerospace
- Not used so far.
-
- Gunnery/Artillery
- Used in Artillery bombardment, like the Arrow IV
- weapon.
-
- Gunnery/Mech Used to determine your accuracy with your Mechs
- weapons.
-
- Piloting/Aerospace
- Not used so far.
-
- Piloting/Mech Determines how good you are at avoiding falls and
- avoiding damage to yourself.
-
- Tactics Used to determine initiative at the start of each
- round.
-
- Technician Not used so far.
-
-
- 8 GroundDesign
-
-
- Typing GDESIGN will first load the title screen (yes, you can
- delete GDESIGN.GIF if the delay bothers you), and then load the
- sprites. This can take a few seconds if you don't have a disk
- cache.
-
- Once all the Sprites have been loaded (takes a few seconds), you
- can move the marker using the cursor keys (for turning and moving
- forward).
-
- Use [+] and [-] to choose your terrain (displayed in the top left
- corner of the screen), and use [Space Bar] to drop it.
-
- The default file loaded by ConflictDesign is called DEFAULT. Try
- it and see.
-
- 8.1 A short command summary
-
- If you didn't get enough Help from the [F1] Key, read on...
-
- 8.1.1 [Cursor Keys] -- Move about
-
- Move the small arrow marker using the cursor keys. The keys turn
- the marker left and right, as well as moving it forward.
-
-
-
- - 14 -
-
-
-
-
-
-
- 8.1.2 [+]/[-] -- Select Hex
-
- These keys select a hex from the many possibilities. The name of
- the hex is displayed in the top middle of the screen, while the
- hex itself is shown on the top left.
-
- 8.1.3 [Space Bar] -- Drop Hex
-
- The [Space Bar] will drop the hex displayed in the top left
- corner of the screen on the position currently occupied by the
- arrow marker.
-
- 8.1.4 [L] -- Toggle Light Building
-
- This will add/remove a Light Building at the current hex.
-
- 8.1.5 [M] -- Toggle Medium Building
-
- This will add/remove a Medium Building at the current hex.
-
- 8.1.6 [H] -- Toggle Heavy Building
-
- This will add/remove a Heavy Building at the current hex.
-
- 8.1.7 [R] -- Toggle Reinforced Building
-
- This will add/remove a Reinforced building at the current hex.
-
- 8.1.8 [X] -- Toggle Rubble
-
- This will add/remove Rubble (a broken building) at the current
- hex.
-
- 8.1.9 [1]..[5] -- Toggle Minefield
-
- This will add/remove a minefield of varying strength at the
- current hex:
-
- [1] Equivalent to the Thunder-5 (5 points)
-
- [2] Equivalent to the Thunder-10 (10 points)
-
- [3] Equivalent to the Thunder-15 (15 points)
-
- [4] Equivalent to the Thunder-20 (20 points)
-
- [5] Equivalent to the Arrow IV FASCAM (30 points)
-
- 8.1.10 [F] -- Toggle Fire
-
- This will add/remove fire at the current hex.
- At this time it is not possible to add a fire to a building, but
- later versions will rectify that.
-
-
-
-
- - 15 -
-
-
-
-
-
-
- Note that if you burn a wood, it will keep burning for the whole
- game. If you add fire anywhere else, it is assumed to be the
- result of an Inferno Missile and will only burn for 3 turns.
-
- 8.1.11 [S] -- Toggle Smoke
-
- This will add/remove smoke at the current hex. Note that smoke is
- automatically produced by fires, and doesn't go away.
-
- 8.1.12 [F1] -- Help
-
- This displays the Help Screen. Press any key to return to your
- map.
-
- 8.1.13 [F2] -- Save Map
-
- Saves the current map to disk with the extension .MAP. Don't add
- the extension.
-
- 8.1.14 [F3] -- Load Map
-
- Loads a map from disk without the benefit of a selection list -
- thus you must know the names by heart (sorry, will come in later
- versions).
- Again, do not enter the extension.
-
- 8.1.15 [F4] -- Generate Random Map
-
- This will create a random map containing some mountains and
- water. In later versions, the program will add forests, roads,
- rivers and buildings. You will also have more power over the
- parameters used in creating the map (Jagginess of the mountains,
- etc).
-
- 8.1.16 [F10] -- New Map
-
- Wipes the current Map clean, resetting everything to Grass (after
- confirming with you, of course).
-
- 8.1.17 [Esc] -- Leave Program
-
- This will return you to your operating system (after confirming
- with you).
-
-
- 9 ConflictDesign
-
-
- Here is where you design the War Scenarior for MechWar.
-
- After starting the program, wait for it to load all the sprites.
- As soon as it beeps, press any key to go on.
- Firstly, you will be asked to select a map from the current
- directory.
-
-
-
- - 16 -
-
-
-
-
-
-
- Then you can enter commands (see below) or press [F1] for a Help
- Screen.
-
- Here are the commands in detail:
-
- 9.1 Command Summary
-
- Press the keys [1] to [8] to select the appropiate Mech. All
- Mechs on the Blue Side have odd numbers (1,3,5,7) while the Red
- Mechs use the even numbers (2,4,6,8).
- If the Mech hasn't been loaded yet, you will be asked to enter
- the name of a Mech in your datafile. Note that this entry is case
- sensitive.
- Loading the Mech can take three seconds or so.
-
- Now you can move the Mech about using the [Cursor Keys], dropping
- it at the current location with the [Space Bar].
-
- Here is a run-down of the controls:
-
- 9.1.1 [Cursor Keys] -- Move Mech
-
- You turn and move the Mech using the cursor keys. This way, you
- can position the Mech on any place on the battlefield, using any
- heading you want.
-
- 9.1.2 [ ] -- Drop Mech
-
- When you are satisfied with the location of a Mech, press the
- [Space Bar] to drop it. Now you can select the next Mech, or (of
- course) re-select the last one to move it somewhere else.
-
- 9.1.3 [Del] -- Delete Mech
-
- This key will remove the current Mech from the Map (after
- confirming with you).
-
- 9.1.4 [F1] -- Help
-
- Pops up a Help Screen. Press any Key to return to the Map.
-
- 9.1.5 [F2] -- Save Conflict
-
- This will save the conflict to disk, from where is can be used by
- MechWar, or uuencoded and sent over the Net. When spreading
- Conflicts, remember to include the Mechs used (if they are of
- your own design), as well as the relevant Map.
- You will be asked for a title of the conflict -- you can enter
- anything there, as long as it doesn't exceed 50 characters.
- Once you're beck in DOS, you should edit the corresponding .MWC
- file, as you can enter a storyline for the conflict in there.
- The story can have any length.
- Use a semicolon (;) in the first column to denote a comment; use
- an asterix (*) to center the line.
-
-
-
- - 17 -
-
-
-
-
-
-
- 9.1.6 [F3] -- Load Conflict
-
- This asks you for a Conflict to load from disk. It will, of
- course, replace the one you are currently working on.
-
- 9.1.7 [F4] -- Load New Map
-
- This Option will load a new Map from Disk.
-
- 9.1.8 [F10] -- Clear Conflict
-
- This will remove all Mechs from the Map, after confirming with
- you.
-
-
- 10 MechWar
-
-
- This is the program where it all fits together. The program
- itself takes up a lot of RAM -- if you run short, you can try to:
-
- o Remove all your TSR programs
-
- o Delete or switch off the display of the MECHWAR.GIF file
-
- o Use the EMS version by renaming MECHWAR.EMS to MECHWAR.EXE
-
- 10.0.1 How to start MechWar
-
- Here's a short guide to the controls:
-
- First start the Program and wait for the Sprites to load.
- Then you'll have to select a scenario (which are created by
- ConflictDesign) from the displayed list. After reading the
- selected scenario, the program will ask you to select Warriors
- for the different Mechs. Again you are offered a selection list,
- containing all Warriors in the current directory.
-
- Now, the currently active Mech is highlighted, and all possible
- Control Keys are displayed in a line at the top, with one
- exception: whenever you can use [I] to get Info on a Hex (such as
- Distance to your Mech, ground type, Building info, etc), you can
- also press [M] for Mech info. Use the Cursor Keys and [Space Bar]
- to select the Mech to look at.
-
- Always look at the display line at the top, it'll tell you what
- keys are currently available. Note that the [F1] key won't help
- you this time, but the next version will change that.
-
- Thus I'll explain the options in detail now:
-
-
-
-
-
-
-
- - 18 -
-
-
-
-
-
-
- 10.0.2 [W] -- Walk
-
- Causes your Mech to enter Walking mode. There you can move the
- Mech about, stand up or drop to the ground. The below for more
- information.
- Movement is taken according to your individual Initiative (a
- combination of luck and your Tactics Skill).
-
- 10.0.3 [R] -- Run
-
- Causes you Mech to enter running mode. You now have more movement
- points (MPs) to spend, but will build up more heat. Note that if
- you have a walking speed of 1, you will need to enter running
- mode to stand up, as that action requires 2 MPs.
-
- 10.0.4 [J] -- Jump
-
- Causes your Mech to enter Jumping Mode. This makes it easy to
- move in difficult terrain, but results in heavy heat buildup.
-
- 10.0.5 [ ] -- Wait
-
- Skips the Movement Phase and does nothing.
-
- 10.0.6 [I] -- Info
-
- Allows you to select any Hex on the Map using the [Cursor Keys]
- to move about and the [Space Bar] to select a Hex.
- A small window will pop up in the lower left, giving you
- information on the hex such as ground type, distance, wether you
- have LOS, weapon fire modifier foe that hex, building strength,
- and so on.
- If a Mech is standing on this Hex, his data will be shown as well
- (see below).
- Press [Esc] to stop looking at hexes.
-
- 10.0.7 [M] -- Mech Info
-
- Allows you to select a MEch using the [Cursor Keys] to toggle
- between the Mechs (note that you can view dead Mechs), and [Space
- Bar] to select a Mech.
- You will be given the following Information:
-
- No. The Number of the Mech (as shown when you entered
- a Warrior for it).
-
- Name The Name of the Mech.
-
- Heat The current Heat
-
- HS The number of operational Heat Sinks the Mech has
- available (including the 10 in the engine).
-
- Warrior The Name of the Warrior in the Mech.
-
-
-
- - 19 -
-
-
-
-
-
-
- Health The Health of the Warrior, written as
- (Current/Maximum). Note that the maximum depends
- on the Body Attribute of the Warrior.
-
- G/P The Gunnery and Piloting Skills of the Warrior
-
- CEF The current Combat Efficiency factor of the Mech.
- This does not yet take into account any critical
- hits taken in the Shoulders, Hips, etc.
-
- JJ Number of Jump Jets
-
- Weight Weight of the Mech
-
- Armour The Armour values of the Head, Left Arm, Left
- Torso, Center Torso, Right Torso, Right Arm, Left
- Leg and Right Leg. The Armour is displayed in the
- format Front/Inner/Rear.
-
- Critical Hits This is a list showing the critical hits taken by
- the Mech. They are written right next to the
- armour location of the relevant part. Shown are
- Life Support, Sensors, Cockpit, Shoulder, Arms
- (Upper and Lower), Engine, Gyros, Hip, Legs (Upper
- and Lower) and Feet. Green Letters mean the the
- Item is still ok, red means destroyed.
-
- Equipment List This shows a short list of the weapons, ammo and
- equipment carried by the Mech. Green writing means
- functional, red means destroyed. Written in
- brackets behind it is the location where the
- equipment is located (LA meaning Left Arm, etc).
-
- Press [Esc] to stop looking at Mechs.
-
- 10.0.8 [Q] -- Quit
-
- Aborts the game, after confirming with you.
-
- 10.0.9 [Cursor Keys] -- Movement
-
- Shown in the Movement Phase after selecting either Walking,
- Running or Jumping Mode, they allow you to maneuver your Mech
- about.
- A few notes:
-
- o Each keypress costs you at least one Movement point
- (depending on Terrain). Exception: When jumping, you can
- turn about as much as you like.
-
- o You cannot run backwards.
-
- o You can't walk up mountains backwards.
-
-
-
-
- - 20 -
-
-
-
-
-
-
- 10.0.10 [D] -- Drop
-
- Causes your Mech to lie down. This costs one MP, and won't damage
- your Mech.
-
- 10.0.11 [S] -- Try to stand up
-
- You need two MPs for this maneuver, which requires a Pilot Skill
- Roll. This is made more difficule by damage in the legs and hips.
- If you fail, your Mech will fall and get damaged.
- If you succeed, you can change your heading to any position you
- like.
-
- 10.0.12 Twist
-
- Twisting (after finishing your movement) will rotate your Arc of
- Fire by one direction. The heading of your Mech is not affected,
- however. At the begin of every Movement Mode, this rotation will
- be reset.
-
- 10.0.13 [E] -- Eject
-
- This will (after confirming with you) eject you from the Mech.
- You might need that to get out of a bad situation alive, although
- the Mech will try to eject you if it dies.
- You chances of surviving the ejection are much higher if you are
- concious and standing upright, preferably in water.
-
- 10.0.14 [T] -- Tag
-
- If you are equipped with Target Aquisition Gear, you can attempt
- to target a Mech in your Line Of Sight, which may not be further
- than 15 hexes away in any direction.
- A tagged target can be shot at by Long Range Missiles and the
- Arrow IV Homing Missile, without needing an Line Of Sight.
- Note that the Beagle Active Probe will negate any Tags within 8
- hexes.
-
- 10.0.15 [F] -- Fire
-
- After everyone finishes the Movement Phase, you have the option
- of firing at a target, be it a Mech, a building, or even an empty
- hex.
-
- First, you will have to select a target, using the [Cursor Keys]
- and the [Space Bar].
- Then you can select the weapons to fire. Again, use the [Cursor
- Keys] to move up and down the list, pressing [Space Bar] to
- toggle a weapon (Selected weapons are shown blue, damaged
- equipment is shown red, and non-selectable equipment is gray).
- The amount of ammunition remaining is shown just after the name
- of the ammo.
- Press [Return] to fire.
-
-
-
-
- - 21 -
-
-
-
-
-
-
- You will now be told what value you need to roll with two dice.
- Obviously, the computer does that for you, but it gives you an
- idea how likely you are to hit the target.
- This value depends on many values, including:
-
- o Your Heat
-
- o Your Actions in the Movement Phase
-
- o Your placement
-
- o The placement of the Target
-
- o The speed of your Target
-
- o Your C3 Computer (if you have one) might improve your
- accuracy -- see below.
-
- o Your Targeting Computer will help as well
-
- Press the [Space Bar] to fire, or [Esc] to abort.
- Now you will be shown what you rolled in the format have/need to
- give you an idea of how accurate you were.
-
- 10.0.16 [P] -- Punch
-
- After the Firing Phase, this allows you to punch at a Mech
- standing right next to you, if you haven't fired any weapons
- mounted in that arm this round.
- If you hit, you will cause 1 point of damage for every 10t your
- Mech weighs.
- Note that you can only use one kind of physical attack per turn
- (either Punching, Kicking or Pushing).
-
- 10.0.17 [K] -- Kick
-
- This allows you to kick at an enemy, if you have not fired any
- leg-mounted weapons this turn and have functioning Hips and Legs.
- If successfull, you will cause 1 point of damage for every 5t you
- weigh, and might cause your target to fall.
- If you miss, you might fall yourself, though.
-
- 10.0.18 [U] -- Push
-
- You can push a Mech forward, using both arms, if you have not
- fired any arm-mounted weapons this turn. If you are successfull,
- you will push the enemy one space forward and advance into his
- previous space. He might also fall down.
-
- 10.0.19 [C] -- Charge
-
- If you ran straight towards your target and didn't fire any
- weapons in the Combat Phase, you can now charge your opponent if
- he is straight in front of you.
-
-
-
- - 22 -
-
-
-
-
-
-
- This causes a lot of damage (1 point of damage for every 10t you
- weight, multiplied by the distance you ran), although it also
- damages you (1 point for every 10t your target weighs). Also,
- there's a chance that you might both fall.
-
- 10.0.20 Finishing MechWar
-
- The game is over if all Mechs from one side (or both sides!) are
- destroyed. The resulting Victory Screen does not display the
- correct values, however -- I'm working on it.
-
-
- 11 Some comments about the available equipment
-
-
- I have used primarily 3025 Technology, with some Inner Sphere
- 3050 technology thrown in. Currently, the following items are
- supported:
-
- Lasers Large, Medium and Light Lasers
-
- Pulse Lasers Have less range, but are more accurate
-
- PPCs The Particle Projector Cannon, my favourite
-
- LRMs Long Range Missiles, available in the handy 5, 10,
- 15 or 20 packs
-
- SRMs Short Range Missiles, available as 2, 4 or 6 packs
-
- OS Missiles One-Shot missiles, can be fired only once but
- obviously don't require a reload. Not yet
- available as SRM-2 Inferno, though (oversight on
- my part).
-
- Flamer Doing either damage or heats up the enemy; also
- useful for starting fires.
-
- Autocannons Available at AC/2, AC/5, AC/10 or AC/20
-
- Ultra AC Ultra Autocannons (available as U AC/2 and U AC/5)
- have twice the ammo consumption, cause twice as
- much damage, but can seize up in the middle of the
- fight.
-
- LB 10X AC Akin to a shotgun, peppers a Mech with spread out
- hits. Has a higher chance to hit, but less range
- and usually does less damage.
-
- Machine Guns Why anyone bothers with these is beyond me :-)
-
-
-
-
-
-
-
- - 23 -
-
-
-
-
-
-
- 4
- Gauss Gun Not the Munchkin low-heat-buildup-massive-range,
- but a heavy monster, using 12 critical slots and
- having the range of the AC/5. Currently it
- competes with the Arrow IV.
-
- Hatchet Size and damage depends on the size of the Mech,
- hand needed.
-
- Anti-Missile System
- Used to automatically shoot down incoming
- missiles, but has a very high ammo consumption.
-
- Anti-Personnel Pods
- Become interesting as soon as infantry is added.
-
- Arrow IV Artillery
- The ultimate range weapon, it needs 12 slots (not
- 15 as you might be used to, 'cause it wouldn't fit
- in otherwise), but causes heavy damage to several
- hexes at once.
-
- Beagle Active Probe
- To pick up hidden Mechs
- 3
- C Computers Available in Master and Slave version, they allow
- Mechs to use each others aiming equipment (meaning
- you automatically use the range of the Mech
- standing closest to the target).
-
-
- CASE Cellular Ammunition Storage Equipment prevents an
- Ammunition explosion from spreading to other parts
- of your Mech and doing more harm. Can be mounted
- in arms and legs, as well - let me know if you
- want this limited to the torso only.
- 3
-
- Guardiam ECM Jams Beagle Probes, TAG and the C Computer.
-
- TAG Target Aquisition Gear pinpoints Mechs for hidden
- LRM or Artillery bombardment - the firing Mech
- doesn't need a Line Of Sight to the target
- anymore...
-
- Targeting Computer
- Big and heavy, it increases your accuracy with
- direct-fire weapons.
-
-
-
- _________________________________________________________________
-
- 4. Yes, it is still my Pet Hate :)
-
-
-
- - 24 -
-
-
-
-
-
-
- Myomer Whip Can be used to entangle opponents next to you and
- cause them to fall. I also got this idea from the
- BattleTechnology magazine.
-
- Inferno Missiles
- Only available for the SRM-2, they cause the
- target to heat up 8 points for the next three
- rounds. Also useful for starting fires.
-
- Homing Arrow Ammunition for the Arrow IV Artillery System,
- homes in on a single target and does much less
- collateral damage.
-
- Minefield Arrow
- Ammunition for the Arrow IV Artillery System, it
- lays down a big mine field in a single hex.
-
- Thunder Ammo Ammunition for the LRMs, it also lays down a
- minefield in a single hex.
-
-
- 11.1 Planned Improvements
-
- I very much welcome any ideas and suggestions, no matter how
- outlandish!
-
- o Add a Graphical Damage Chart to MechDesign. This would
- show the Mech standing in the middle, with differently
- colored hexes showing his damage potential in all
- directions.
-
- o Show how the selected weapon would improve your CEF in
- MechDesign.
-
- o Print out the Map from GroundDesign.
-
- o Dumping Ammunition in MechWar.
-
- o Death From Above attack.
-
- o Support 3055 Technology (sooner or later I'll have to).
-
- o Support some of the Solaris Rules (as soon as I get them).
-
- o Add Character Development, complete with Salvage, Repairs,
- Limited Budget, and so on.
-
- o A bigger Map (scrolling, perhaps?)
-
- o Aircraft
-
- o Infantry
-
- o Vehicles
-
-
-
- - 25 -
-
-
-
-
-
-
- o Adding a Graphic User Interface (anyone out there know a
- good one?)
-
- o Computer Opponents, with varying characters and
- strategies.
-
-
- 12 Frequently Asked Questions
-
-
- I get asked a lot of questions, many of which can be answered
- right here:
-
- Q: What happened to the Gauss Gun?
- A: The Gauss Gun was heavily penalized by me. I shortened its
- range, lessened its damage and increased its size. It is still a
- highly potent weapon, but at least the game is now somewhat
- better balanced.
-
- Q: Looks like the LB-10X can only fire cluster ammo.
- A: That's right. Who would buy an AC/10 otherwise?
-
- Q: Why don't you support all of 3055 Tech?
- A: Because I a) don't like it much and b) never planned it
- initially, making reprogramming difficult. It will probably be
- supported in future versions (some kind soul suggested allowing
- only the computer to use 3055 Tech, hehe).
-
- Q: Why isn't Death From Above supported?
- A: Because I was too busy to put it in :) It will be included
- in later versions.
-
- Q: Why isn't (real good fancy idea) supported?
- A: Because you haven't told me about it. Let's hear from you!
-
- Q: Why did you take so long for the bugfix update?
- A: It took a week because my neighbours cat insists on sleeping
- on my lap while I work, somewhat slowing my typing speed.
-
- Q: I've written some nice Mechs/Maps/Scenarios. How can I send
- them to you so you'll include them in the next version?
- A: uuencode and mail it. You can also try a floppy in
- SnailMail...
-
- Q: Are you going to write an Amiga/Atari/C64/ZX 81/Cray
- version?
- A: No.
-
- Q: Where can I ftp this game?
- A: Well, it's on several ftp servers. You could try
- 131.188.1.43 in /pub/pc/incoming (Europe)
- wuarchive.wustl.edu in /pub/MSDOS_UPLOADS (USA)
- I'll also try to feed it into FIDO's SDN network, so it'll show
- up on the BBS systems.
-
-
-
- - 26 -
-
-
-
-
-
-
- Q: I'm running an ftp server. Can I put your program up here?
- A: Yes! Sure! Of course! Be my guest! (I wonder why I get asked
- this :)
-
-
- 13 Your Input
-
-
- Wow, I'm quite staggered by all the replys and interest from the
- Net. Thanks, everyone! If this continues, I'll have to put this
- chapter in its own .DOC file :-)
- I am completely dependant on you people to supply me with ideas,
- comments and general feedback. Only if you tell me what you want,
- what you like and dislike can I really improve the game.
-
- Let's also have your Mech designs and especially your maps. I
- need lots of maps!
- Given enough input, I might even be able to periodically release
- 'add-on' packs, containing more Mechs, more Maps, Scenarious,
- etc.
-
-
- 14 Supporters
-
-
- Many people have mailed me with ideas, suggestions and
- improvements. While I can't implement tham all immediately, I'm
- working on it.
-
- I'm afraid this list is rather incomplete (my list got lost in a
- floppy crash, I'm keeping it on paper now). Also, many ideas were
- proposed by several people (like the Mech Selection List in
- ConflictDesign):
-
- Jens Carlberg y88jenca@und.ida.liu.se
- Using subdirectories for the sprites.
-
- Brian Davis bkdavis@eos.ncsu.edu
- By far the biggest feedbacker, he added more ideas
- than I can shake a stick at, most of which are by
- now implemented (I think...)
-
- Christopher Gaeth
- cgaeth@brl.mil
- Together with his friend Brad Graper, he sent me
- very long and exact bug reports and suggestion
- lists. Looks like they really spent a lot of time
- playing this game :)
-
- Brad Graper graper@amsaa-cleao.brl.mil
- The guy working together with Cristopher Gaeth --
- plenty of good ideas from that end.
-
-
-
-
-
- - 27 -
-
-
-
-
-
-
- Timothy Hagensick
- sntph@acad3.alaska.edu
- Sent some good ideas (sound toggle!) and bug
- reports.
-
- Scott Hutchens EESAH%umsvm.bitnet@relay.eu.net
- Sent in a plea for 3055 technology (Double Heat
- Sinks, ugh :), convincing me that I will have to
- support them in later versions.
-
- Jim Knepley knepley@cs.colostate.edu
- Sent some ideas about graphics, and volunteered
- (!) to design the next generation of sprites (once
- the GUI is out).
-
- Glen Miller t-glenm@microsoft.com
- Sent several short bug reports.
-
- Thomas Müller tsmueller@faui09.informatik.uni-erlangen.de
- It's all his fault! Not only did he introduce me
- to BattleTech, he also encouraged me to write this
- package by pumping me full with ideas!
-
- Wayne Quennell s9000938@cumulus.csd.unsw.os.au
- Pointed out some flaws, especially a small nasty
- bug in ConflictDesign. Sent me some Maps, which
- are included here. (Hi Jacqueline!).
-
- Markku Wachter wachter@cc.helsinki.fi
- Send very complete bug reports and pointed out
- several incorrectly implemented features. He's
- also responsible for about 50% of the maps.
-
- Brett Waldick baw@raz.csc.ncsu.edu
- Sent me long, very complete bug reports and
- suggestions. I wish everyone would be as specific.
- PS: My toughest Mech had 466464.45 CEF (after a
- bug :)
-
- The InterNet rec.games.board, rec.games.frp.misc
- Plenty of good ideas, both in Mech Designs (which
- I will bring out later in a special package) and
- general advice.
-
- All the others on the net
- As said, I had a list of all the supporters on
- disk, and it crashed. Thus many people are
- unmentioned, I'm sorry about that! (Who was the
- guy who suggested the [*] Max Out Armour option in
- MechDesign?).
-
-
-
-
-
-
-
- - 28 -
-
-
-
-
-
-
- 15 Contacting the Author
-
-
- I can be reached in several ways:
-
- SnailMail Klaus Breuer
- Rudelsweiher Str. 6b
- 8450 Erlangen
- Germany
-
- VoiceMail (09131) 25227 (Telephone Answering Machine)
-
- NetMail kabreuer@faui09.informatik.uni-erlangen.de
- (by far the best method)
-
- FIDOmail 2:2400/22.70
-
- EchoMail rec.games.board
- rec.rpg.*
-
- JunkMail /dev/nil
-
-
- 16 Registering
-
-
- Well, registering won't currently bring you much (except for me
- to know that I have your support), and it won't give you anything
- extra in the future, either.
- I am not going to half-cripple this program to get people to
- register, and I'm not writing GuiltWare either.
-
- I am, however, writing CardWare.
- So, if you like this program, please send me a post card from
- your city, so I know where this program is spreading to.
-
- Everyone registered will be added to The Hall Of Heros, to be
- displayed at startup of the program.
-
- Note that I release this program as ShareWare, not as Public
- Domain. That means, please do copy this program and give it away,
- but the code is (C)1992 by me.
-
-
- 17 The Files
-
-
- Here's a list of all files contained in the distribution Package
- MECH10B.ZIP:
-
- CDESIGN.EXE The ConflictDesigner
-
- CONVERT.EXE The Convert Utility
-
-
-
-
- - 29 -
-
-
-
-
-
-
- EGAVGA.BGI Borlands EGA/VGA Screen Driver
-
- GDESIGN.EXE The GroundDesigner
-
- HEROS.TXT The list of all people who have registered so far
- (how come there's only one name in it?)
-
- MAPS.ZIP Archive containing all the maps, except for
- DEFAULT.MAP
-
- MDESIGN.EXE The MechDesigner
-
- MECHS.DAT Mech Datafile, containng 158 Mechs from 3025
-
- MECHWAR.EXE MechWar itself
-
- MECHWAR.CFG This is where SetUp stores its configuration data.
- The file will be created if it is not found
- initially.
-
- READMECH.EXE The ReadMech Utility
-
- SETUP.EXE The SetUp Utility
-
- SORTMECH.EXE The SortMech Utility
-
- WDESIGN.EXE The WarriorDesigner
-
- *.CSP, *.NFO Sprites. They all belong into the SPRITES
- subdirectory. I would love to include them in
- their own datafile, but I lost the source code to
- my sprite editor, so have patience -- they will be
- re-done as soon as the GUI arrives.
-
- *.GIF The title screens. They can be deleted, if you
- want.
-
- *.MAP Maps, created by the GroundDesigner
-
- *.MEW MechWarrior Data Files
-
- *.MWC MechWarConflict Files, created by the
- ConflictDesigner.
- They are actually just textfiles, containg Map
- Name, No Of Mechs, Mech Number, Mech Position
- (x,y) and Mech Heading, each on a seperate line.
- You can easily make quick changes with any editor,
- especially as you can include a short story or
- mission goal in there.
-
-
-
-
-
-
-
-
- - 30 -
-
-
-
-
-
-
- 18 Warranty
-
-
- I don't know why everyone puts a disclaimer in his software; I
- guess there's a legal reason for it.
- So here's mine:
-
- No warranty.
- At all.
- If the program breaks in two halves, you own both halves.
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- - 31 -
-
-
-
-
-
-
-
-
-
-
-
-
- Contents
-
-
- 1 Very quick start . . . . . . . . . . . . . . . 2
- 2 Legal Stuff . . . . . . . . . . . . . . . . . . 2
- 3 What you'll need . . . . . . . . . . . . . . . 2
- 4 What's MechWar? . . . . . . . . . . . . . . . . 3
- 5 Technology Base . . . . . . . . . . . . . . . . 6
- 6 MechDesign . . . . . . . . . . . . . . . . . . 6
- 6.1 A short overview of the displayed data . . 6
- 6.1.1 Name . . . . . . . . . . . . . . . . 6
- 6.1.2 Max. Weight . . . . . . . . . . . . . 6
- 6.1.3 Current Weight . . . . . . . . . . . 7
- 6.1.4 Reactor size . . . . . . . . . . . . 7
- 6.1.5 Walking . . . . . . . . . . . . . . . 7
- 6.1.6 Running . . . . . . . . . . . . . . . 7
- 6.1.7 Jumping . . . . . . . . . . . . . . . 7
- 6.1.8 Heat Sinks . . . . . . . . . . . . . 7
- 6.1.9 Gyroscopes . . . . . . . . . . . . . 7
- 6.1.10 Cockpit . . . . . . . . . . . . . . 7
- 6.1.11 Jump Jets . . . . . . . . . . . . . 8
- 6.1.12 Armour Value . . . . . . . . . . . . 8
- 6.1.13 Max. Heatbuildup . . . . . . . . . . 8
- 6.1.14 Offensive Range . . . . . . . . . . 8
- 6.1.15 Price . . . . . . . . . . . . . . . 8
- 6.1.16 Combat Efficiency Factor (CEF) . . . 8
- 6.1.17 Weapons/Ammo . . . . . . . . . . . . 9
- 6.2 A short command summary . . . . . . . . . 9
- 6.2.1 [*] -- Max Out Armour . . . . . . . . 9
- 6.2.2 [Ins] -- Add Weapon . . . . . . . . . 9
- 6.2.3 [A] -- Add Ammo . . . . . . . . . . 10
- 6.2.4 [Del] -- Remove Weapon/Ammo . . . . 10
- 6.2.5 [PgUp] -- View Damage Chart . . . . 10
- 6.2.6 [PgDn] -- View Mech Load . . . . . 10
- 6.2.7 [B] -- View Bill . . . . . . . . . 10
- 6.2.8 [D] -- Delete Mech . . . . . . . . 11
- 6.2.9 [I] -- Import/Export Mech . . . . . 11
- 6.2.10 [F5] -- Toggle Left Hand . . . . . 11
- 6.2.11 [F6] -- Toggle Left Lower Arm . . 11
- 6.2.12 [F7] -- Toggle Right Lower Arm . . 11
- 6.2.13 [F8] -- Toggle Right Hand . . . . 11
- 6.2.14 [F1] -- Help . . . . . . . . . . . 12
- 6.2.15 [F2] -- Save Mech . . . . . . . . 12
- 6.2.16 [F3] -- Load Mech . . . . . . . . 12
- 6.2.17 [F4] -- Test Mech . . . . . . . . 12
- 6.2.18 [F10] -- New Mech . . . . . . . . 12
- 6.2.19 [Esc] - Leave Program . . . . . . 12
- 7 WarriorDesign . . . . . . . . . . . . . . . . 12
-
-
-
- i
-
-
-
-
-
-
- 7.1 A short overview of the displayed data . 12
- 7.1.1 Name . . . . . . . . . . . . . . . 12
- 7.1.2 Experience . . . . . . . . . . . . 13
- 7.1.3 CP . . . . . . . . . . . . . . . . 13
- 7.1.4 Attributes . . . . . . . . . . . . 13
- 7.1.5 Skills . . . . . . . . . . . . . . 14
- 8 GroundDesign . . . . . . . . . . . . . . . . 14
- 8.1 A short command summary . . . . . . . . 14
- 8.1.1 [Cursor Keys] -- Move about . . . . 14
- 8.1.2 [+]/[-] -- Select Hex . . . . . . . 15
- 8.1.3 [Space Bar] -- Drop Hex . . . . . . 15
- 8.1.4 [L] -- Toggle Light Building . . . 15
- 8.1.5 [M] -- Toggle Medium Building . . . 15
- 8.1.6 [H] -- Toggle Heavy Building . . . 15
- 8.1.7 [R] -- Toggle Reinforced Building . 15
- 8.1.8 [X] -- Toggle Rubble . . . . . . . 15
- 8.1.9 [1]..[5] -- Toggle Minefield . . . 15
- 8.1.10 [F] -- Toggle Fire . . . . . . . . 15
- 8.1.11 [S] -- Toggle Smoke . . . . . . . 16
- 8.1.12 [F1] -- Help . . . . . . . . . . . 16
- 8.1.13 [F2] -- Save Map . . . . . . . . . 16
- 8.1.14 [F3] -- Load Map . . . . . . . . . 16
- 8.1.15 [F4] -- Generate Random Map . . . 16
- 8.1.16 [F10] -- New Map . . . . . . . . . 16
- 8.1.17 [Esc] -- Leave Program . . . . . . 16
- 9 ConflictDesign . . . . . . . . . . . . . . . 16
- 9.1 Command Summary . . . . . . . . . . . . 17
- 9.1.1 [Cursor Keys] -- Move Mech . . . . 17
- 9.1.2 [ ] -- Drop Mech . . . . . . . . . 17
- 9.1.3 [Del] -- Delete Mech . . . . . . . 17
- 9.1.4 [F1] -- Help . . . . . . . . . . . 17
- 9.1.5 [F2] -- Save Conflict . . . . . . . 17
- 9.1.6 [F3] -- Load Conflict . . . . . . . 18
- 9.1.7 [F4] -- Load New Map . . . . . . . 18
- 9.1.8 [F10] -- Clear Conflict . . . . . 18
- 10 MechWar . . . . . . . . . . . . . . . . . . 18
- 10.0.1 How to start MechWar . . . . . . . 18
- 10.0.2 [W] -- Walk . . . . . . . . . . . 19
- 10.0.3 [R] -- Run . . . . . . . . . . . . 19
- 10.0.4 [J] -- Jump . . . . . . . . . . . 19
- 10.0.5 [ ] -- Wait . . . . . . . . . . . 19
- 10.0.6 [I] -- Info . . . . . . . . . . . 19
- 10.0.7 [M] -- Mech Info . . . . . . . . 19
- 10.0.8 [Q] -- Quit . . . . . . . . . . . 20
- 10.0.9 [Cursor Keys] -- Movement . . . . 20
- 10.0.10 [D] -- Drop . . . . . . . . . . . 21
- 10.0.11 [S] -- Try to stand up . . . . . 21
- 10.0.12 Twist . . . . . . . . . . . . . . 21
- 10.0.13 [E] -- Eject . . . . . . . . . . 21
- 10.0.14 [T] -- Tag . . . . . . . . . . . 21
- 10.0.15 [F] -- Fire . . . . . . . . . . . 21
- 10.0.16 [P] -- Punch . . . . . . . . . . 22
- 10.0.17 [K] -- Kick . . . . . . . . . . . 22
- 10.0.18 [U] -- Push . . . . . . . . . . . 22
-
-
-
- ii
-
-
-
-
-
-
- 10.0.19 [C] -- Charge . . . . . . . . . . 22
- 10.0.20 Finishing MechWar . . . . . . . . 23
- 11 Some comments about the available equipment . 23
- 11.1 Planned Improvements . . . . . . . . . 25
- 12 Frequently Asked Questions . . . . . . . . . 26
- 13 Your Input . . . . . . . . . . . . . . . . . 27
- 14 Supporters . . . . . . . . . . . . . . . . . 27
- 15 Contacting the Author . . . . . . . . . . . 29
- 16 Registering . . . . . . . . . . . . . . . . 29
- 17 The Files . . . . . . . . . . . . . . . . . 29
- 18 Warranty . . . . . . . . . . . . . . . . . . 31
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- iii
-