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- The following is a copy of the online HELP menu. It's included on
- this disk for those who wnt to print it.
-
-
- QUICK START
-
- Beginners should just read this QUICK START section
- before playing the game.
- Capture the Flag is based on the popular out-door game
- by the same name. The goal of the game is to find and
- grab the other side's flag before they grab yours.
- It is played on a large field divided into two equal zones,
- one for each side. The zones contain a variety of terrains
- that impact the visibility and movement of the team
- members. At the start of each game your opponent's zone
- is black, concealing his terrain, players, and flag. The
- details are revealed as your team explores his zone.
- Capture the Flag is a "turn based" game. During each
- turn you can move some or all of your team up to their
- movement point allowances. Unused movement points are
- not carried over to the next turn. You can end your turn
- whenever you want by pressing the END TURN button.
- Then your opponent begins his turn and moves his players.
- When he is done, it becomes your turn again.
- A good starting strategy is to keep 50% of your (blue)
- team on your side to defend your flag. Send the rest to
- explore your opponent's (red) side to find and grab his flag.
- To find your opponent's flag, explore his side of the
- field. When black squares are uncovered they will reveal
- the terrain and whether or not the flag is there. To capture
- your opponent's flag, move your person onto it's square.
- Defend your flag by trying to find and capture your
- opponent's persons that are on your side of the field before
- they find and grab your flag. To make a capture attempt,
- move your person onto the opponent's person. You can
- capture your opponent only on your side of the field.
- You have now finished Quick Start. We recommend
- that you either start playing now (help screens will popup
- during the game) or watch the demo (very helpful to learn
- the game fast). We recommend that you read the rest of
- the instructions AFTER you have played for awhile.
-
-
- MOVEMENT
-
- During each turn you may move as many of your people
- as you desire. At the beginning of each turn each member
- of your team is allocated their MOVEMENT POINTS. It
- costs one movement point each time you change your
- player's STANCE. Whenever you move a player, you use
- up movement points. The movement cost per unit move
- varies with the STANCE and the character of the local
- terrain.
-
- THE FOUR STANCES
- A person can either be standing, crawling, walking, or
- running. Each STANCE effects how far a person can move
- in one turn (the movement point cost per square), how well
- they can see, and how well they can be seen. Here is how
- the four STANCES rank by three categories.
-
- Stand Crawl Walk Run
- How far they can move -- 3rd 2nd 1st
- How far they can see 1st 4th 2nd 3rd
- How well they can hide 2nd 1st 3rd 4th
-
-
- MOUSE COMMANDS
-
- RIGHT BUTTON (anytime)
- Pressing the right button once will bring up the GLOBAL
- MAP that represents the whole playing field. Moving the
- mouse causes the SELECTION FRAME to move, and
- pressing the right mouse button again will cause that
- portion of the map covered by the rectangle box to be
- displayed in the PLAYING AREA, and the GLOBAL MAP to
- be removed. THIS IS THE MOST CONVENIENT WAY TO
- NAVIGATE.
-
- LEFT BUTTON: ON THE PLAYING AREA
- SELECTING A PERSON: Place the cursor over a person
- and click it, and a white square will appear around the
- person signifying this person is SELECTED.
- MOVING A PERSON: Place the cursor at the desired
- destination and hold down the left button until the selected
- person arrives (or depletes movement points). The person
- and the desired destination have to both be on the
- PLAYING AREA.
- SELECTING STANCE: Press the left mouse button
- when the cursor is on the selected person and the STANCE
- bar will appear. Then press the desired STANCE icon.
-
- LEFT BUTTON: ON CONTROL PANEL
- SELECTING A PERSON: Place cursor over the person
- you want to become the SELECTED person. Then press
- left mouse button.
- SELECTING STANCE: Place cursor over desired
- STANCE icon and press left mouse button.
-
- LEFT BUTTON: ON GLOBAL MAP
- DISPLAYING STATUS: Toggles displaying the
- remaining movement points with each person's first letter.
- A background of grey signifies that person has no more
- movement points. Every other time this information is
- displayed, the display order is reversed so that those that
- are covered up are visible. This is a quick way to check on
- the status of your team members and plan your tactics.
-
-
- MODEM
-
- There are two ways of two people playing each other.
-
- LOCAL - SAME COMPUTER
- The first way is for them to share the same computer.
- While one is moving his team the other person is in another
- room. When the first person is done, he ends his turn and
- then trades places with the other person.
-
- MODEM/NETWORK - DIFFERENT COMPUTERS
- The first player starts playing the game as the BLUE
- team. At the end of his turn the game will be saved in a
- special format. The first player then sends this little saved
- game file to his opponent. The four most common ways
- are:
- 1) Call up the person with your modem and upload the
- saved game.
- 2) Call up a BBS (computer bulletin board) and upload
- the saved game to it. On most BBS's you can
- send an E-MAIL message to your opponent and
- include (attach) the saved game as a binary file.
- That way when he reads your message he gets your
- file also.
- 3) If you are both on the same network, send him a
- E-MAIL message with the saved game included as a
- binary file.
- 4) Give or mail, a disk, with your saved game to your
- opponent.
-
- HOW TO START A MODEM GAME
- To start a modem game, you select NEW GAME from
- the FILE menu. At the first popup choose HUMAN VS
- HUMAN. At the second popup select MODEM/NETWORK
- and then enter your name and password.
- Play your turn, and when finished, press the END TURN
- button, then enter the filename that you wish to use for
- this particular game. Since there will be a number of game
- turns occurring, and since both the blue and red players will
- be saving files, you might use a logical way of naming the
- saved files. The program automatically adds the .md1
- (.md2 for commercial version) extension and then stores it
- in the directory where you have Capture the Flag. The
- player then can quit the game and then send this .md1 file
- to his opponent.
- When the red player receives the file, he places it into
- the FLAG directory, and then starts CTF. He then chooses
- LOAD PBEM GAME from the FILE menu and begins his
- turn. When he has finished his turn, he presses the END
- TURN button, names his file, quits the game, and then
- sends his turn file to the blue player.
-
- ADVANTAGES OF PBEM
- Capture the Flag is a "turn based" game. One person
- moves and then the second person moves. For "turn
- based" games PBEM (Play by E-MAIL) has two main
- advantages over the direct connect modem method.
- First, you can make your move whenever you want.
- You don't have to wait until your opponent can play. For
- example, one person could move and upload his saved
- game to a BBS by 7 PM. His opponent, at his leisure, could
- download it at any time and upload it by midnight. That
- way you can complete one turn per day without the hassle
- of trying to match up your free time with his.
- Second, it frees up your phone. Instead of tieing up
- your phone for the duration of the game you use your
- phone only to send and receive the saved games. By
- keeping your phone bills to a minimum you can now play
- your friends who live far away.
- I enjoy playing several games at the same time with a
- friend. This reduces the time I spend on the modem. After
- making my move in each game I then zip them together in
- one file (using a data compression program like PKZIP) and
- then send the single file to my friend.
-
- INTERNET
- Since INTERNET runs on UNIX you MAY need to
- "uuencoded" and "uudecoded" to successfully transfer files
- across the Internet. Look at the INTERNET.TXT file on how
- to do this.
-
-
- KEYBOARD COMMANDS
- (Needed only if you don't have a mouse)
-
- KEYBOARD NORMAL MODE
- RETURN: Toggles the GLOBAL MAP on and off. This is
- the EASIEST way to move around the screen.
- ARROW KEYS: Moves selected person in chosen direction
- Home,PgUp,End,PgDn keys: Moves selected person
- diagonally
- CTRL ARROW KEYS: Moves screen 8 squares in the
- desired direction
- ALT KEY: First step in pulling down menus (2nd step is to
- press the first letter of the desired menu)
- 1: Change selected person to the walking position
- 2: Change selected person to the crawling position
- 3: Change selected person to the standing position
- 4: Change selected person to the running position
- 9: Increase movement points to 99 (commercial games only)
- C: Center PLAYING AREA on selected person
- E: End current turn
- G: Toggle grid on/off
- H: Help
- I: Gives name of person (either side) under mouse cursor
- L: Select person by typing the first letter of name
- N: Select next person
- O: Option popup menu
- P: Select previous person
- S: Save game
- V: Turn Vision mode on
-
- KEYBOARD GLOBAL MAP MODE
- ARROW KEYS: Moves SELECTION FRAME in that direction
- CTRL ARROW KEYS: Moves SELECTION FRAME 8 squares
- in that direction
- RETURN: Toggles the GLOBAL MAP on and off.
- SPACE BAR: Toggles display info of your team.
-
- When the GLOBAL MAP is closed, the PLAYING AREA
- will be at the SELECTION FRAME location.
-
-
- MAPS
-
- The large playing field is represented by two maps and
- the full detail PLAYING AREA. The LOCAL MAP is always
- shown in the top right corner of the screen, and the
- GLOBAL MAP appears in a superimposed window
- whenever you push the right mouse button. The LOCAL
- MAP (71 x 71 squares) is a portion of the GLOBAL MAP
- (200 x 100 squares) centered on the selected person
- (white dot in middle).
- The GLOBAL MAP represents the complete playing
- field. The blue on the edges represents the out of bounds
- area. The yellow dots represent the visible flags. The
- white dot represents your selected person. The blue and
- red dots represent visible blue and red team people.
- The blue and red hollow squares represent question
- marks. Question marks are placed in the last square you
- saw an opponent during either their last turn or your
- current turn.
- The GLOBAL MAP SELECTION FRAME is 20 squares
- wide (horizontal) and 19 squares tall (vertical), and is used
- to select the portion of the GLOBAL MAP to be shown in
- the PLAYING AREA.
-
-
- MISC
-
- When you play against the computer, you are playing
- against an artificial intelligence program (it took months to
- develop) that plays the game under the same ground rules
- as you do. It cannot see your people or flag unless it
- searches just like you have to do. It has no access to any
- data that you don't have, and it DOES NOT CHEAT. In
- normal difficulty mode, you face 8 people with the identical
- attributes of your 8. In easy mode you face 6 people with
- the same identical attributes of the first 6 people on your
- side. The computer's names are randomized each game.
-
- PLAYBACK MODE
- The members of the opposition team are normally not
- visible to you, and are only displayed when they are seen
- by one or more of your players. Your players may observe
- them during your turn (when they are not moving), or
- during your opponent's turn (when you are not moving).
- After your opponent moves, the game enters the
- PLAYBACK mode. PLAYBACK mode is like playing a VCR
- tape of all the moves your opponent made during his last
- turn that were visible to one or more of your people. If the
- playback shows only a few or no moves, it either means
- your opponent didn't move much or that his moves were
- out of your sight. If a person seems to skip a square, that
- means you were able to see him in the previous and current
- square, but not in the square that he seemed to skip.
-
- THE FOUR ATTRIBUTES
- Each person has four ATTRIBUTES. The attribute levels
- for each person is shown by the four color bar graphs on
- the right hand side of the screen. A tall bar is an excellent
- rating, a medium height bar is an average rating, and a
- short bar is a poor rating. The four attributes determine
- how skilled a person is at:
- AGILITY: Determines how well the person is at
- capturing and escaping capture. First bar
- (color is red).
- MOVEMENT: How far a person can move in one turn.
- Second bar (color is yellow).
- STEALTH: How well the person is at being hard to
- see. Third bar (color is dark brown).
- VISION: How well the person is at being able to see
- others. Fourth bar (color is tan)
-
- QUESTION MARKS
- Question marks are place holders. They mark the
- last square where you saw an opponent. They come either
- from playback mode or from your current turn. A question
- mark from playback most likely means your opponent isn't
- there now. It's just where you lost track of him. A
- question mark that appeared during your turn means there
- IS an opponent in the square but you can no longer see him
- because you moved away or changed to a STANCE with a
- poorer vision capability.
-
- CAPTURED PEOPLE
- The shareware version of Capture the Flag has no
- prison. The person who is captured is sent back to his own
- side. During the few turns it takes for him to reach his side
- he is temporarily removed from the game (he is shown
- behind bars on the CONTROL PANEL). The number of turns
- he is out of the game is computed by how long it would
- take for him to run back to his side.
-
-
- CONTROL PANEL
-
- The control panel is the right most quarter of the
- screen. It is comprised of the following four sections.
-
- LOCAL MAP
- In the top right corner is the LOCAL MAP. It is centered
- around your selected player. It displays a large portion (71
- x 71 squares) of the GLOBAL MAP.
-
- SELECTED PERSON SECTION
- Right below the LOCAL MAP. Only one person at a
- time can be selected, and all the information about the
- selected person is shown in this section. It shows the
- name of the person, their current stance, amount of
- movement points left for this turn, and a bar chart showing
- their four attribute ratings (A = Agility, M = Movement
- points, S = Stealth, V = Vision). For each attribute they
- can either be excellent, average, or poor.
- To the right of the bar chart is eight numbers
- surrounding the square that shows what terrain the
- selected person is on. These eight numbers show the cost,
- in movement points, to move in the eight possible
- directions in the current STANCE (crawling, walking, or
- running).
-
- ICON MOVEMENT BAR
- Right below the Selected Person section. Press the
- desired icon to choose the STANCE for the selected person.
- (Note: most of the time it'll be quicker just to press the left
- button when the mouse cursor is on top of the selected
- person on the PLAYING AREA.) This will bring up a special
- STANCE icon selection popup.
-
- TEAM SECTION
- Right below the Icon Bar. All members of your team is
- shown here. Their icon depicts the player's STANCE, and
- the small bar charts displays their four attribute ratings.
- The number below displays how many movement points
- they have left for this turn.
- You can select any person by clicking the left mouse
- button on them.
-
-
- HINTS
-
- Watching the demo to learn strategy and tactics is one
- of the quickest ways to improve your score.
- It is crucial to take into account each person's strengths
- and weaknesses because there is such a GREAT difference
- between an excellent rating and a poor rating.
- You must prevent your opponent from moving his
- people within one turn's movement of your flag. If Aaron,
- for example, gets 30 movement points a turn and starts out
- his turn within 30 movement points of your flag, then you'll
- lose. That's because he'll be able to bypass all your people
- and grab your flag before you can do anything about it.
- Therefore, you must make sure that you capture Aaron
- during your turn before he gets to make his winning move.
- In other words, you have to prevent your opponent from
- starting his turn within 30 movement points of your flag (if
- the terrain is clear, that means 30 squares). One helpful
- fact is that each unsuccessful capture attempt reduces your
- opponent's next turn movement points by 10% to 25%.
- Use the vision mode (v key) to learn how far people (in
- different stances and terrain) can see and be seen.
- Moving diagonally takes less movement points than first
- moving horizontally and then vertically.
- In most cases it's best to end a person's movement
- standing up. That way he has the best view during the
- other side's movement. Also, he is somewhat harder to
- see.
- Using the 'I' key will help you keep track of your
- opponent's movement by allowing you to identify who is
- who.
- Read the entire help section, especially studying detail
- information section.
-
-
- VISION MODE
-
- The purpose of vision mode is to allow you an
- opportunity to see how far away you can see your
- opponent's men. This is especially helpful in deciding
- where to place your defensive men.
- For example, if you want to make sure no opponent's
- men who are running can slip by a defensive line then
- select the stance of running and stealth ability of excellent.
- Vision mode will then show you the field of sight for all of
- your team. This shows you how far you can see your
- opponent's men who are running and have excellent
- stealth. You can then try positioning your men to close the
- gaps and then use vision mode again to make sure there
- are no gaps.
- Hint, after moving make sure all your men are standing.
- This gives them the best vision. To add uncertainty, vision
- mode is slightly optimistic on who can be seen at the max
- distance.
-
-
- DETAIL INFORMATION
-
- VISION DETAIL
- Capture the Flag uses realistic line of sight rules. Black
- (undiscovered) squares change to colored terrain squares as
- you move or change to a movement position with a better
- vision ability.
- Even though you can see what terrain is in a square,
- that doesn't mean you are close enough to see if an
- opposing player is located there. The ability to see your
- opponent's people is determined by six factors:
- 1) Distance from your person to his person
- 2) Vision level of your person
- 3) Stealth level of your opponent's person
- 4) STANCE of your person
- 5) STANCE position of your opponent's person
- 6) Amount of medium & heavy terrain in the line of
- sight
- The terrain in the square the person occupies does not
- affect how he can see, but it does affect how he can be
- seen. The following table illustrates how far (in squares) a
- standing person of average vision ability can see an
- opponent of average stealth ability:
-
- Opponent's stance position
- Standing Crawling Walking Running
- 18 9 21 35
-
- Multiply the above figures by 70%, 40%, or 30% to
- obtain the numbers on how far you can see your opponents
- when your person is in the walking, running, and crawling
- positions. This assumes there is no terrain between the
- two people. Otherwise reduce the distances by 7 (except
- for cabbages and rough dirt) for each medium terrain in the
- way and by 12 for each heavy terrain (except for streams
- and canals) in the way.
-
- ABILITIES DETAIL
- An average rating is twice as good/powerful as a
- poor rating. An excellent rating is three times as good as
- a poor rating. For example, an excellent stealth person
- would be three times more difficult to see than a poor
- stealth person. The only exception is that the maximum
- vision distance is 35.
-
- CAPTURE DETAIL
- The initial probability is determined by the movement
- points remaining for the person who is trying to make the
- capture:
-
- Movement
- Points 1-3 4-6 7-9 10-12 13-15 16-18 19-21 22-24 25+
- Probability 10% 20% 30% 40% 50% 60% 70% 80% 90%
-
- The agility probability is added to movement
- probability and then the result is divided by 2. The agility
- probability is 25% if the defender is two agility levels
- better, 33% if defender is one agility level better, 50% if
- defender has same agility level, 66% if defender is one
- agility level below, and 75% if defender is two agility levels
- below. For example, if attacker has 10 movement points
- left and has excellent agility and the defender has average
- agility then the odds would be (40 + 66) / 2 = 53%.
- Finally, the probability is increased by 40% for each
- capture attempt already made this turn on the same person.
-
- MOVEMENT DETAIL
- Movement points used to move into a square in the
- following STANCES:
- Crawling Walking Running
- Light terrain 3 2 1
- Medium terrain 6 4 2
- Heavy terrain 9 6 3
-
- SCORING DETAIL
- 1) 20 points for each clear square on opponent's side, ie.,
- each square you uncovered.
- 2) Add 20 points for each black square on your side, ie.,
- each square you prevent your opponent from uncovering.
- 3) Add 400,000 if you found your opponent's flag.
- 4) Add 400,000 if your opponent did not find your flag.
- 5) If you won:
- a) add 200,000 points.
- b) If it took less than 40 turns, then add
- (40 - number of turns) * 10,000 points
- 6) Reduce score by 40% if easy mode is used.
-
-
- COMMERCIAL GAME OPTIONS
-
- DARKNESS
- At the beginning of each turn, your opponent's side
- becomes solid black except for what you can currently see.
- Therefore you will need to remember the areas that your
- team has already explored.
-
- DUSK
- Vision is 40%, 60%, or 80% of normal.
-
- NIGHT
- Only 20% of normal vision! Takes forever to explore.
-
- MAKE OPPONENT'S FLAG VISIBLE
- The opponent's flag will show up on the global and
- local maps, so you do not have to search for it.
-
- MAKE OPPONENT'S PEOPLE VISIBLE
- The opponent's people will show up on the global and
- local maps.
-
- PRISON
- When a person is caught they go to their opponent's
- prison, with a delay corresponding to the time it would
- normally take to travel there. They can only return to their
- side after they have been rescued, which is done whenever
- one of their team mates successfully dashes into the prison
- and stops on top of any prisoner. At this point, all of the
- prisoners (and the person who rescued them) are returned
- back to their side, delayed by as many turns as it takes to
- run back.
- Prisons are represented as yellow rectangles on the
- GLOBAL MAP. You can always see your own prison. You
- can see your opponent's prison when the first person from
- your side arrives as a prisoner.
- Also, you'll be able to see your captured people in your
- opponent's prison if they are not on black squares.
-
- PRISONLESS
- When a person is caught, they are returned to their own
- side after a delay corresponding to the number of turns it
- takes for them to run back (same as shareware version).
-
- MULTIPLE FLAG CAPTURES
- How many times a team's flag must be captured before
- they lose.
-
- CHEAT
- By pressing the 9 key, the current selected person will
- be given 99 movement points. This can be done as often
- as one wishes, even after a failed captured attempt. This
- is very useful for experimenting!
-
- CUSTOMIZER
- Each side can modify their probability of a successful
- capture from 20% to 200%. They can also modify the
- amount of movement points they receive each turn from
- 20% to 200%.
-
- MAPS
- Permits one to select, load, and commence playing on
- any of the 30 maps provided in the directory (or any maps
- that you create using the great MAPBUILDER program
- provided with this commercial version!)
-
- OPPONENTS
- Select one of the eight computer opponents
- provided. Each one has a different playing strategy.
-
- PLACEMENT
- Allows one to place their own flag and people.
- However, only in this mode, the flag not permitted to be
- placed near (a 20 by 20 square) to the corners. When the
- computer places the flag, (automatic placement) there is a
- small chance it will place it in a corner.
-
- SCENARIOS
- This permits you to select any of the 50 different
- scenarios provided. Each scenario varies the number of
- people on each team and their skill levels. The averages
- shown are the averages for the whole team and are based
- on 100% for excellent, 70% for average, and 40% for
- poor.