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- HOWITZER
- Version 0.95beta
- by Randall Spangler (rspangle@micro.caltech.edu)
-
- 1. Introduction 1
- 1.1 Shareware Concept and Registration 1
- 1.2 Distributing Howitzer 3
- 1.3 Contacting the Author (please do!) 3
- 1.4 Disclaimer and Warranty: 4
- 1.5 About the Code 4
- 2. How to play 4
- 2.1 Flow of Play 6
- 2.2 The System Screen 6
- 2.3 The Aiming Screen 7
- 2.4 The Marketplace 9
- 2.5 The Popup System Menu 10
- 2.6 Reassigning Players 12
- 3. Equipment Reference 12
- 3.1 Ammunition 12
- 3.2 Fuses 15
- 3.3 Guidance Systems 15
- 3.4 Fall Protection 15
- 3.5 Shields 16
- 3.6 Tank Modifications 16
- 4. System Settings and Command Line Options 17
- 4.1 Beginner Settings Menu Options 17
- 4.2 Expert Settings Menu Options 18
- 4.3 Command Line Options 27
- 5. Computer Opponents 29
- 6. Game Mechanics 29
- 6.1 Bullets: 29
- 6.2 Damage: 30
- 6.3 Scoring and Money: 30
- 6.4 Team Mode: 31
- 7. Howitzer and Memory 31
- 7.1 Memory Basics: 32
- 7.2 Conventional Memory Consumption 32
- 7.3 Expanded Memory Consumption 33
- 7.4 Examples 34
- 8. Howitzer and Microsoft Windows 34
- 9. Troubleshooting Howitzer 35
-
- 1. Introduction
-
- Howitzer is one of a style of games known as "artillery" or "tank war"
- games. Tanks on a 2-D landscape lob shells at each other; the goal is to
- be the last tank alive. Tanks can be controlled by humans or the computer.
- Howitzer has many exciting features, including:
-
- * Higher resolution - Howitzer runs in up to 1024x768x256 Super-VGA
- graphics on any VESA-compatible card
- * Support for Adlib and Soundblaster compatible sound cards, with 192KB
- of digital effects!
- * Pop-up help - Alt+H from any screen brings up a help window.
- * More realistic terrain and background, which generate in advance while
- the program waits for input
- * Over 60 types of ammunition, shields, guidance, etc. - including tank
- modifications such as armor, different bodies, and improved barrels
- and turrets.
- * All bullets and explosions are resolved simultaneously, instead of one
- bullet at a time. (Yes, this means that bullets actually move AT THE
- SAME TIME explosions are happening.)
- * 32-bit fixed point math and graphics, for quick and accurate modeling
- without a math coprocessor.
- * Six types of computer opponents
- * A beginner mode which removes some of the more complicated controls
- and equipment
- * Team mode (pit your friends against a few teams of computer opponents)
-
- In order to provide this, Howitzer requires the following hardware and
- software:
-
- * At least a 386-based machine
- * A Super-VGA video card with at least 256KB of video memory, with VESA
- support via BIOS or a TSR (a freeware TSR, Univesa, is included with
- the Howitzer package)
- * 448 KB of free memory (though you can get by with less if you have
- enough expanded memory- see Howitzer and Memory, section 7)
-
- Howitzer will run better with the following:
-
- * A two or three button mouse, with its driver already installed
- * A 486-based or Pentium-based machine
- * 576 KB or more free conventional memory
- * 3072 KB or more of expanded memory
- * A Super-VGA video card with 1MB of video memory
-
- 1.1 Shareware Concept and Registration
-
- Howitzer is shareware, and has never been "public domain" or "free"
- software. The Howitzer source, executable, and documentation are
- Copyrighted 1993 by Randall Spangler. You are allowed a two-week trial
- period to determine if Howitzer is worth the registration fee. At the end
- of those two weeks, you must either register Howitzer or stop using it.
- Registering Howitzer entitles you to the following benefits:
-
- * A personalized copy of the game, without the shareware screen
- * A more detailed manual, with information on how to access several
- "cheat" features, including infinite ammunition and the ability to set
- your own prices for equipment (manual available in PostScript or ASCII
- text)
- * Notification of updates via E-mail
- * Automatic registration of all (not just beta) future versions of
- Howitzer - you will be supplied a datafile which will remove the
- shareware screen and enable the cheat features of all future versions
- of Howitzer.
- * Support direct from the author via E-mail
- * A clean conscience
-
- Depending on your status, you can register Howitzer in one of three
- ways:
-
- STANDARD REGISTRATION:
-
- I believe that the shareware concept works most effectively when
- the registration fee is reasonable. To support this idea, the
- registration fee for Howitzer is only ten dollars ($10). This
- entitles you to the above benefits, and I will mail your copy of the
- game to you on a 5.25" DS/DD disk via US mail (to addresses in the US
- only). If you want Howitzer on a 3.5" disk, please add another $0.50
- (hey, the disks cost more).
-
- STUDENT REGISTRATION:
-
- If you are a full-time student, you can register Howitzer for
- only five dollars ($5). I'm a starving graduate student too; I
- understand the financial difficulties many students face. This
- entitles you to the above benefits, and I will E-mail your copy of the
- game to you instead of mailing you a disk.
-
- FOREIGN REGISTRATION:
-
- If you live outside of the US and do not have a US mailing
- address, you are eligible for foreign registration. This is mostly
- because I have no idea how much it costs to mail to addresses outside
- of the US. Instead of money, send me a postcard (yes, only a
- postcard) from your country, and I'll E-mail your copy of the game to
- you. (If you want me to mail you a disk, contact me and we'll work
- out a reasonable registration fee which will cover my postage costs.)
- Please send me a filled out register.frm via e-mail if you don't
- enclose it with the postcard.
-
- All registration fees should be in the form of a check or money order
- in US currency. Do not send me cash; I cannot be responsible if it is lost
- or stolen in the mail. Please print out and fill in the supplied
- registration form (register.frm). Mail it and your registration fee, or
- (for foreign registration only) a postcard to me at:
-
- Randall Spangler
- Caltech 116-81
- Pasadena, CA 91125
-
- Please allow 2-6 weeks for your disk/datafile to show up. (I may be
- on the verge of a new release, and I want to wait a week or two and send
- you the new release instead of the current one.)
-
- These registration offers will remain in effect until December 31st,
- 1993. After that date, I reserve the right to change the registration
- offers and costs. If you want to register Howitzer after that date, please
- contact me for updated prices.
-
- 1.2 Distributing Howitzer
-
- You may copy and distribute this shareware version of Howitzer via any
- means, electronic or disk, subject to the following conditions:
-
- * The shareware version of Howitzer may not be rented or sold, nor
- bundled with a product that is sold or offered as an incentive to buy
- a product that is sold, without the prior written permission of the
- author. Such permission is usually granted.
- * Howitzer must be distributed with all files intact with no
- modifications. You may repack the archive into a different format
- (ZIP, ZOO, ARJ, etc.) so long as all the original files contained in
- the archive are intact.
-
- If you maintain a BBS or ftp site and wish to offer Howitzer for
- downloading, please contact me. This allows you to be informed of updates
- to Howitzer as they are released. It also allows me to let other people
- know where to find updated versions.
-
- If you are unable to find Howitzer on an ftp site or BBS, you may
- obtain the most recent shareware version by sending me a check for five
- dollars ($5). I will then mail the program to any US address on a DS/DD
- 5.25" disk. If you live outside the US, it may cost more to mail a disk to
- you - contact me for information.
-
- 1.3 Contacting the Author (please do!)
-
- Please contact me if you have any comments about Howitzer, suggestions
- for features I could add, bug reports (bugs? what bugs?), etc. I can be
- reached via E-mail (the fastest) or snail mail (US mail - the slowest).
-
- E-mail: rspangle@micro.caltech.edu
-
- US mail: Randy Spangler
- Caltech 116-81
- Pasadena, CA 91125
-
- If you find a bug or undocumented feature, the following information
- will aid me in tracking down and squashing it (or at least documenting it):
-
- * What version of Howitzer you are using
- * A description of what happened.
- * The howitzer.log and howitzer.ini files
- * What type of system, video card, and mouse you have
- * What operating system you were running (DOS, OS/2, Windows) and what
- version
-
- I will always respond to E-mail. I will always respond to snail mail
- too, if you send a self-addressed stamped envelope for me to put my reply
- in.
-
- 1.4 Disclaimer and Warranty:
-
- Howitzer is currently in beta-test. On my machine, it rarely crashes.
- However, that doesn't mean that it won't crash and melt down your computer
- and hard drive and everything else of value within ten meters of it when it
- goes. In particular, I don't recommend that you run Howitzer with anything
- of value (such as unsaved 100-page documents in a word processor) running
- in the background Microsoft Windows. In any case, I take no responsibility
- for any damages of any kind resulting in any way (indirect, consequential,
- special, whatever) from your use of this software.
-
- Howitzer makes a reasonable attempt to make sure its executable has
- not been modified or contaminated by a virus. However, I make no
- guarantees that the copy of Howitzer you are running has not been modified
- or virused in a way which Howitzer cannot detect. If you think you may
- have received a modified or 'hacked' version of Howitzer, please contact me
- immediately.
-
- LIMITED WARRANTY:
-
- Howitzer is provided on an "as is" basis without warranty of any kind,
- expressed or implied, including but not limited to the implied warranties
- of merchantability and fitness for a particular purpose. Use this program
- at your own risk.
-
- 1.5 About the Code
-
- Howitzer is over 32,000 lines of C and 386 assembly code (watch it
- grow!), and has taken me eleven months and hundreds of hours to write.
- Howitzer uses a 32-bit fixed point math library written by the author to
- calculate bullet trajectories; this alleviates the need for a math
- coprocessor. Howitzer uses VESA graphics routines written by the author in
- 32-bit assembly, to squeeze the most performance from your video card.
-
- In addition to my code, Howitzer makes use of the CRCSET routines by
- Kevin Dean (Compu$erve ID 76336,3114). UNIVESA, an excellent VESA support
- TSR by Kendall Bennett (kjb@citri.edu.au) is bundled with Howitzer. These
- are used under the terms of their license agreements, and those portions of
- code are copyrighted by their respective authors.
-
-
- 2. How to play
-
- First, make sure your system has VESA support loaded. You may need to
- load a TSR program first. If you don't have a TSR, you can use
- univesa.exe, which is included with Howitzer. (In that case, just type
- univesa from the DOS prompt - see univesa.txt for details.)
-
- Type howitzer from the DOS prompt. The program will check itself to
- make sure it has not been modified or corrupted, and then it will display a
- shareware reminder message. If you agree to the terms of the message,
- press 'U'. Howitzer will display a nifty animated title screen. If you
- haven't run Howitzer before, it will display some message boxes as it
- configures itself for your system. You will then be placed in the System
- Screen (see section 2.2). Howitzer accepts a number of command-line
- options which control what information it stores to its logfile, skipping
- the title screen, etc. (see section 4.3). If Howitzer will not start up,
- try the tips in Troubleshooting (see section 9).
-
- Howitzer utilizes a menuing system written by the author, consisting
- of buttons and menus. A button is a single line of text with a box around
- it. To activate the function of a button, click on the button with the
- mouse or press the letter which is a different color than the rest of the
- button text. To select a menu item, click on the item with the mouse. You
- can press the Escape key or click somewhere other than on the menu if you
- didn't really want to select anything on the menu. Throughout this manual,
- "clicking" means moving the mouse cursor on top of something and pushing
- the mouse button. "Pressing" refers to a key on your keyboard.
-
- From time to time, Howitzer will display a message in a box in the
- center of your screen; after you have read the message, press any key to
- continue. Such boxes come in three main colors. Gray boxes provide you
- with information or ask normal questions (such as "do you really want to
- exit?"). Yellow boxes warn you that Howitzer isn't at its happiest - you
- may be a little short on memory, or have entered an invalid selection.
- None of those problems are serious. Red boxes indicate errors which may
- cause Howitzer to exit with little or no further warning. (You should
- never see any of these.)
-
- Several keyboard commands work from almost anywhere in the game.
- Alt+H or F1 brings up Popup Help for the current screen. Alt+Z brings up
- the Popup System Menu (see section 2.5). Alt+W saves the screen, so you
- can switch to another application if you are running Microsoft Windows.
- Alt+R redraws the screen. Alt+X or Alt+F4 exits immediately to DOS.
- (However, you will be asked to confirm that you really want to exit - this
- way you don't lose your game if you accidentally hit Alt+X during play. If
- you really want to exit, press 'Y' or the space bar - anything else will
- return you to the game.)
-
- Howitzer's user interface is designed to be easy and intuitive to use
- with a mouse. However, this means that Howitzer is a little painful to use
- without a mouse. If you don't have a mouse, Howitzer simulates the mouse
- using the numeric keypad and the Ctrl (control) key. Note that for this
- purpose the numbers on the numeric keypad are NOT the same as the numbers
- above the top row of letters on your keyboard.
-
- _______________
- | |
- | 7 8 9 | Ctrl + 7,8,9,4,6,1,2,3 move cursor
- | \ | / |
- | \|/ | Ctrl + 5 toggles fast/slow cursor speed
- | 4--+--6 |
- | /|\ | Ctrl + 0 clicks left button
- | / | \ |
- | 1 2 3 | Ctrl + . clicks right button
- |_______________|
- | | |
- | L='0' |R='.'|
- | | |
- |_________|_____|
-
- 2.1 Flow of Play
-
- The following flowchart shows the order of events in a game of
- Howitzer:
-
- You type HOWITZER from the DOS prompt
- |
- Howitzer checks itself for viruses and prints a shareware message
- |
- Animated title screen
- |
- System Screen - set options for a game
- ^ |
- | (start of a round)
- | Allow tanks with money to buy equipment at the Marketplace
- | ^ |
- | | If next screen hasn't generated in advance, do it now
- | | |
- | | (start of a turn)
- | | Allow all tanks to aim at targets (Aiming Screen)
- | | ^ |
- | | | Fire all bullets simultaneously (Resolve combat...)
- | | | |
- | | | Landslide dirt, drop tanks (Update landscape...)
- | | | |
- | | -- If more than one tank is alive
- | | If not, pop up current scores
- | | |
- | -------- If game has rounds left to play
- -------------- If game is finished
-
- Each game consists of up to 1000 rounds (you can set the exact number
- at the system screen). Each round can have up to 200 turns (you can also
- set this number); this is limited so that computer players won't tie up the
- game if they finish off the humans and then can't seem to kill each other.
- Rounds that run out of turns are declared stalemates, meaning that no tank
- wins them. Of course, you can always pop up the system menu with Alt+Z and
- end the round or game (see section 2.5).
-
- 2.2 The System Screen
-
- This is the first screen you see when you start the game. It allows
- you to set various parameters before game play. The "Save settings" button
- writes all the currently visible settings to howitzer.ini. Settings stored
- in howitzer.ini are automatically loaded on startup unless Howitzer is
- started with the -N option. Settings can be reloaded from howitzer.ini
- with the "Load settings" button. If you delete howitzer.ini, Howitzer will
- run with its built-in default settings, and create another howitzer.ini
- using these default settings.
-
- To start playing a new game, click on the "Start game" button, or
- press 'G' or the spacebar. Clicking on the "Exit to DOS" button or
- pressing 'X' exits Howitzer and returns you to the DOS prompt.
-
- If Beginner mode is ON, some of the more complicated settings and
- equipment will not appear. This is a good setting if you've never played
- Howitzer before. However, after a few games you'll probably want to turn
- beginner mode OFF and play with the more advanced features.
-
- The menu to the left side of the screen is the System Settings Menu.
- This controls many of the game's options. Clicking on a line with the left
- or right buttons of the mouse increments or decrements a value,
- respectively. If you decrement past the minimum allowed value, it will
- wrap around to the maximum allowed value. Holding down the SHIFT key while
- clicking on a line moves the value by five times as much as normal; this
- makes it easier to change values by large amounts. All these settings are
- saved in the howitzer.ini file if you click on the "Save settings" button.
- This menu is different for beginner and expert modes (see sections 4.1 and
- 4.2). The expert menu has sub-menus, which are indicated by an arrow on
- the right side of a menu entry. Clicking on that entry pops up that SUB-
- MENU. To dismiss the SUB-MENU, click somewhere other than on the SUB-MENU.
-
- The menu on the right side of the screen is the Tank Menu. This
- displays the names of the tanks and what type of opponent they are (see
- Computer Opponents, section 5). Clicking on the name of a tank brings up
- an input box where you can type a new name for the tank. Right or left
- clicking on the opponent type toggles the type of opponent controlling the
- tank. If you are playing in team mode (see section 6.4), right or left
- clicking on the team number changes the team the tank is on.
-
- If you change the environment you run under (for example, if you run
- Howitzer on a friend's 486/66 instead of your 386/20) you should click on
- "Calculate Delays." This allows Howitzer to determine appropriate delays
- for your computer so that bullets move at an even speed. What you will see
- is two sets of bullets dropping from the top of the screen. After the
- calculation finishes, you will be returned to the System Screen. At this
- point, click the "Save Settings" button to save the delay values to
- howitzer.ini. (If you don't, the settings will be lost when you exit
- Howitzer.) You should also recalculate the delays if you change the values
- for Bullet Shapes or Bullet Traces (see section 9). This button does not
- appear in beginner mode.
-
- Keyboard commands for System Screen:
- S Save current settings to howitzer.ini
- L Load stored settings from howitzer.ini
- G, Spacebar Start new game with current settings
- D Recalculate delays
- X, Alt+X Exit to DOS
- H, Alt+H Pop up help on the Marketplace
- Alt+W Save the screen before switching to Windows
- Alt+Z Pop up the system menu (see section 2.5)
-
- 2.3 The Aiming Screen
-
- This screen allows you to aim your tank and select what equipment it
- will use for the next turn. At the top of the screen is a status bar
- showing the name of the tank which is currently being aimed, the current
- equipment systems it is using, and how many of each system it has
- remaining. This text will change color to that of the current tank. The
- status bar also shows the round and turn numbers, current wind speed, and
- border type. A magnified image of your tank will appear in the upper right
- corner of the screen. This makes it easier to tell which direction your
- tank's barrel is pointing. You can also click on the tank to see what
- shields and fall protection you are currently using.
-
- There are several ways to change the angle and power settings for the
- tank. Clicking the right mouse button on the current power or pressing the
- Up Arrow or '8' key will raise the power by one unit. Clicking the left
- mouse button on the current power or pressing the Down Arrow or '2' key
- will lower the power by one unit. Pressing PageUp or PageDown will change
- the power by 10 up or down. Pressing Home will set the tank's power to
- maximum, and pressing End will set the power to minimum. The angle can be
- changed in one degree increments by clicking on the current angle or by
- pressing the '4', '6', Left Arrow, or Right Arrow. Note that the angle can
- go down to -10 degrees, so you can fire a little bit downward.
-
- The two bar graphs underneath the status bar show the current power
- and angle. The power bar has tick marks every 100 power. If your tank is
- damaged, the power bar will have a shaded section at the right above your
- new maximum power. Clicking on the power bar will set your power to the
- level you clicked. However, the power bar does not have enough resolution
- to make fine adjustments in your power setting; for fine adjustments you
- may need to use the keyboard commands. The angle bar has tick marks every
- 15 degrees, and allows you to select your angle by clicking on it.
-
- You can return your tank's angle and power to the way they were when
- you started aiming by pressing the 'D' key. This is helpful if you lose
- track of where you were aiming.
-
- To fire your tank, click on the "Fire!" button or press the space bar
- or Enter key. If you have selected a guidance, fuse, or ammunition type
- that requires you to designate a target, a message will appear in the
- status bar asking you to click on the target, and the mouse cursor will
- change to cross hairs. Then click on the desired target.
-
- Depending on the background type, it may be hard to see your tank or
- traces against the sky. If you have problems figuring out where your tank
- is aiming or where your last shot went, pressing the 'V' key temporarily
- adjusts your tank's brightness to one of five settings. Your tank and
- traces will return to their normal colors when you finish aiming.
-
- Equipment can be selected in a number of ways. The procedure is the
- same for ammo, fuse, and guidance systems, and except where noted is the
- same for shield and fall protection. Clicking on the current type (e.g.
- High Explosive, Proximity, Homing) will move up or down through the
- available types; this is not available for shields or fall protection,
- since there isn't enough room on the status line to display their current
- types. Pressing the highlighted letter will move down through the list.
-
- Clicking on the equipment system (e.g. Ammo:, Fuse:, Guide:, (Shield),
- (FallP) or pressing Alt+(the highlighted letter) will pop up a menu of all
- your choices for that system. You can click on the new type that you want
- to select, or press the letter in front of it. Clicking somewhere besides
- the menu or pressing Escape allows you to retain the current type.
-
- If you have selected a shield type, you must click on the [E] button
- or press 'E' to energize the shield; it will then become visible around
- your tank. If you have selected a fall protection, it will automatically
- be used when necessary (whenever you fall). You can re-energize your
- shields before they run out completely; however, this will cost you another
- shield.
-
- You can click on any tank to see information on it, including who is
- controlling it, what its maximum power is, and how much of its shields
- remain.
-
- Pressing Alt+R will refresh the screen, clearing all traces from the
- sky. This will also fix minor screen glitches.
-
- Keyboard commands for Aiming screen:
- 8, Up Increase power by one unit
- 2, Down Decrease power by one unit
- PageUp Increase power by 10 units
- PageDown Decrease power by 10 units
- Home Increase power to maximum
- End Decrease power to minimum
- 4, Left Rotate barrel one degree counter-clockwise
- 6, Right Rotate barrel one degree clockwise
- Spacebar Fire gun
- D Return power and elevation to previous settings
-
- V Adjust tank visibility by toggling its color
-
- A Scroll through available ammo types
- F Scroll through available fuse types
- G Scroll through available guidance types
- S Scroll through available shield types
- P Scroll through available fall protection types
-
- Alt+A Pop up menu of available ammo types
- Alt+F Pop up menu of available fuse types
- Alt+G Pop up menu of available guidance types
- Alt+S Pop up menu of available shield types
- Alt+P Pop up menu of available fall protection types
-
- E Energize current shields
-
- Alt+R Refresh the screen
- Alt+W Save the screen before switching to Windows
- Alt+H Pop up help on the Aiming Screen
- Alt+Z Pop up the system menu (see below)
- Alt+X Exit to DOS immediately
-
- 2.4 The Marketplace
-
- Before each round, each tank with money is given a chance to buy
- equipment at the marketplace. The left side of the screen shows the
- current inventory of the tank, divided into a column for ammunition and a
- column for everything else. If you have an infinity symbol next to an item
- in your inventory, it means that you have more than 99 of that item.
-
- The menu on the right size of the screen displays all the available
- items, with a price for a given number of each item. Items must be bought
- in groups of the specified size (for example, High Explosive ammo must be
- bought 10 at a time, at a cost of $50 per 10 shots). If an item on the
- menu is grayed out, you can't afford it.
-
- At the bottom of the screen is a legend, showing the text backgrounds
- that correspond to item categories:
- Blue Ammunition
- Cyan Fuses
- Magenta Guidance
- Brown Fall Protection
- Green Shields
- Black Tank Modification
-
- To buy one group of an item, either click on the item, or press the
- letter next to the item. Your tank's inventory will then be updated and
- its funds reduced. To scroll up or down through the list, press the PageUp
- or PageDown key, or click on the UP or DOWN button. Press the spacebar or
- click on "Done Buying" when you are finished purchasing supplies for your
- tank.
-
- If you buy fall protection, it will automatically be selected for you,
- so that the next time you fall it will take effect.
-
- Tank modifications last for the rest of the current game. Buying more
- than one of a tank modification gives no additional benefit.
-
- Keyboard commands for Marketplace:
- A-Z Buy one lot of the item, if your tank can afford it
- PageUp Scroll up through the list of available items
- PageDown Scroll down through the list of available items
- Spacebar Done buying
-
- Alt+R Refresh the screen
- Alt+W Save the screen before switching to Windows
- Alt+H Pop up help on the Marketplace
- Alt+Z Pop up the system menu (see section 2.5)
- Alt+X Exit to DOS immediately
-
- 2.5 The Popup System Menu
-
- The system menu can be popped up from any screen by pressing Alt+Z.
- Some of the following options may not appear if they wouldn't make sense
- (for example, the End [R]ound option doesn't appear if the menu is popped
- up from the System Screen, since no round is in progress). An option may
- be selected by clicking on it or pressing the letter in brackets.
-
- System [I]nformation
- Shows the following information:
- * Which version of Howitzer you are running
- * The screen mode you are using
- * What sound support Howitzer found
- * How much of the ground for next round has been calculated in
- advance
- * How much of the sky for next round has been calculated in advance
- * The amount of event compensation per event and the number of
- compensated events
- * Whether explosion and flight sounds are on or off
- * The current gravity and air viscosity
- [M]emory Usage
- Shows the amount of memory Howitzer found, and how much of it has been
- used. If the total free for conventional memory is less than zero, it
- means that Howitzer is running low on memory, and could behave
- strangely.
- Ch[a]nge Some Settings
- Pops up a sub-menu which lets you change the following options in the
- middle of a game:
- * Game Length
- * Fast Endgame
- * Explosion Sounds
- * Flight Sounds
- * Border
- * Weather
- * Marketplace Shows
- (See section 4 for complete descriptions of these options.)
-
- [C]urrent Scores
- Shows the current wins, kills, and total money earned for each tank.
- If you select this option after a game has finished, it will display
- the scores from the last game.
- Info on a [T]ank
- Will ask you to click on a tank or press a number key to select a
- tank. Howitzer will then show you the
- following information on the tank:
- * Name
- * Type
- * Team
- * If still alive, maximum power and armor
- * If dead, who killed it
- * Shields
- * Fall protection
- From the information box, you can press 'T' to select another tank;
- this quickly lets you scan through the tanks.
-
- Switch to [W]indows
- Enables task switching for Microsoft Windows. If you have enough EMS,
- Howitzer's screen will be preserved perfectly during the task switch.
- This duplicates the Alt+W command. (see section 8)
- Refresh [S]creen
- Clears all traces from the sky. Also clears up minor screen glitches.
- This duplicates the Alt+R command.
-
- End [R]ound
- Ends the round in progress. This option only shows up in the Aiming
- Screen. No tank will be given credit for winning the round, but all
- kills and damage will be credited as usual.
- End [G]ame
- Ends the current game, and returns to the System Screen.
- E[x]it Immediately
- Exits to DOS immediately, quitting anything in progress. This
- duplicates the Alt+X command.
-
- 2.6 Reassigning Players
-
- At the end of each round, the current tank scores will pop up on the
- screen. At this point, you can press 'P' to reassign, add, or delete
- players. This option only appears at the end of each round; it will not
- appear if the scores are popped up at any other time during a game.
-
- When this option is selected, the tank menu will appear in the lower
- right portion of the screen. You can click on tanks' settings to change
- them exactly as you would in the System Screen (see section 2.2). You can
- also add or remove a player by pressing that tank's number on the keyboard.
- Make sure you use the number keys at the top of the keyboard (above the
- QWERTY keys). Pressing the '0', '-' and '=' keys toggle whether tanks 10,
- 11 and 12 are playing (since there aren't '10', '11', or '12' keys). Note
- that adding or deleting players can leave gaps in the player list; Howitzer
- will handle this properly and play will continue normally.
-
-
- 3. Equipment Reference
-
- This section details all equipment available in the Marketplace.
- Equipment types are preceded by a letter, which is the complexity of the
- item: [B]eginner, [I]ntermediate, [A]dvanced, or [E]xpert.
-
- 3.1 Ammunition
-
- [B] Steel Shot
- The cheapest bullet available. Does damage based on its speed at
- impact. Usually won't kill a tank in one shot, unless it's fired at
- full power.
- [B] Tracer
- Leaves a visible trail. Does no damage to anything it hits. Not
- really useful unless Bullet Traces is set to TRACER ONLY.
- [A] DU Penetrator
- Does damage based on its speed at impact, but four times more damaging
- than steel shot at the same velocity. Since this bullet is so dense,
- it can penetrate through much more dirt than other rounds, and can
- even shoot through earthen shields.
- [B] High Explosive
- The default bullet. Creates a small explosion which does moderate
- damage to tanks.
- [B] Improved HE
- An improved high explosive bullet, with a larger explosion.
- [B] Fuel-Air
- The largest non-nuclear explosive available.
- [I] Fission Warhead
- Creates a large explosion and subsequent nuclear fireball and/or
- mushroom cloud.
- [A] Fusion Warhead
- The big brother of the fission warhead. Don't use this one near your
- own tank.
- [A] Flechette
- This bullet explodes and releases many small fragments, each
- equivalent to a steel shot. Does a good job of draining shields,
- since so many bullets hit the shield.
- [I] Submunition
- Explodes, releasing five small submunitions. Each of these is capable
- of destroying a tank.
- [A] Thermite
- Releases several chunks of burning thermite, which can melt their way
- down through ground, concrete, and some shields.
- [I] Autocannon
- Fires five explosive shells in rapid succession. Each is slightly
- less powerful than a high explosive bullet. Autocannon shells can't
- be guided.
- [A] Autocannon-2
- Like the autocannon, but each shell is equal in power to a high
- explosive round.
- [A] Napalm
- When this bullet hits, it releases a stream of flaming liquid, which
- flows downhill and is capable of damaging both tanks and shields.
- Napalm is not very effective against deflector or earthen shields, but
- can cause major damage to other shield types.
- [E] Napalm-2
- Releases a larger amount of liquid, which burns longer and hotter than
- normal napalm.
- [E] HEAT
- (High Explosive Anti-Tank) This shell contains a shaped explosive
- charge which squeezes a copper shell into a super-hot liquid jet
- capable of penetrating significant distances into armor or ground.
- The effectiveness of the jet decreases as it gets farther from the
- initial explosion.
- [I] MIRV
- (Multiple Independent Reentry Vehicles) At the peak of its
- trajectory, this bullet releases five warheads. The warheads will not
- be guided, even if the bullet is launched with guidance. (Compare to
- MARV, below.)
- [E] MIRV-2
- Same as the MIRV, but with nine warheads for even more carnage. (Try
- this one with explosions set to "WHAT WAS THAT?")
- [A] MARV
- (MAneuverable Reentry Vehicles) Similar to the MIRV, this bullet
- releases three warheads at the peak of its trajectory. These warheads
- retain the same guidance type as their "parent" bullet. This is
- particularly effective when combined with auto-homing guidance (see
- below).
- [E] MARV-2
- Same as the MARV, but with seven warheads.
- [E] Cruise Missile
- This weapon contains its own targeting computer, and is capable of
- homing in on its target. This computer is programmed with the terrain
- that was present at the time the round was launched, making it capable
- of avoiding most obstacles while flying close to the ground. If it
- cannot reach its target, it will eventually run out of fuel and cause
- no damage. You will be asked to designate a target for the missile.
- The missile will not explode in mid-air unless you use some sort of
- fuse (see below). Cruise missiles may be confused by dirt hanging in
- mid-air (which can happen if the dirt fall percent is set to less than
- 100 - see section 4.1).
- [B] Disruptor
- Explodes and destroys all dirt in a moderate radius. The explosion
- does no damage to tanks.
- [B] Disruptor-2
- Same as a disruptor, but removes a larger disc of dirt.
- [E] Water Ball
- Explodes in a burst of water, which de-stabilizes the surrounding
- terrain. This usually causes landslides.
- [A] Seismic Blast
- Does very little damage, but its loud explosion shakes down any
- airborne dirt or unstable slopes.
- [I] Termites
- Releases several sub-warheads which tunnel through the ground and
- destroy dirt.
- [A] Termites-2
- Same as termites, but there are more warheads and they last longer.
- [B] Snowball
- Generates a ball of snow where it hits.
- [B] Snowball-2
- Same as snowball, but bigger.
- [I] Snowball-3
- Same as snowball, but much bigger.
- [A] AutoSnowCannon
- Like the autocannon, but fires five small snowballs in rapid
- succession. More cute than effective.
- [I] Earth Burst
- Releases a spray of dirt on impact.
- [E] Aerogel
- The explosion of this bullet creates a cube of aerogel. This is a
- lightweight substance, much less dense than ordinary ground or snow.
- Because of this, it slows rounds down less than dirt, but more than
- air (see section 6.1).
- [A] Slurry
- Releases a stream of very runny concrete, which quickly solidifies.
- [I] Concrete
- Similar to slurry, but much less runny. Tends to generate a nice flat
- plateau.
- [E] Wall of Glass
- Creates a tall, thin wall of glass dense enough to stop most bullets.
- However, the wall is quite fragile, and will shatter the first time it
- drops or is touched by an explosion. Can be used as a temporary
- defense to block incoming shots. (Try stacking walls of glass!)
- [E] Liquid Rubber
- Similar to slurry, this releases a stream of rubber. Bullets hitting
- rubber tend to bounce (although sometimes they will become stuck in
- the rubber and explode).
-
- 3.2 Fuses
-
- [B] Normal
- Normally, a bullet explodes when it hits a tank, or when it slows to a
- stop after penetrating some distance into the ground.
- [A] Contact
- Causes a bullet to explode as soon as it hits the ground. Also causes
- it to explode against reflective shields and borders (see below).
- [I] Proximity
- Causes a bullet to explode when it comes within a fixed distance of a
- tank. This is a good way to explode submunition rounds (or nukes)
- near targets.
- [E] Bounce
- The first time a bounce-fused bullet hits the ground, it will reflect
- off the ground. Sometimes a round will bounce downhill directly into
- an obstacle, so don't always expect to see the bullet fly up into the
- air (see Physics, below). Also allows bullets to bounce off of the
- SOLID border type.
- [E] Altitude
- Causes a bullet to explode when it drops below a certain altitude.
- The fuse will not detonate the bullet unless it is heading down
- (though the bullet will explode against obstacles as normal). You
- will be asked to click on a target altitude.
-
- 3.3 Guidance Systems
-
- [I] Homing
- When the shell gets within a certain range of a target you designate,
- it will try and adjust its velocity to bring it closer to the target.
- This is most effective when the shell passes close to the target and
- is traveling slow enough to allow it time to maneuver. Very effective
- when combined with MARV ammunition.
- [I] Homing-2
- Similar to homing guidance, but with a longer range and more
- maneuvering power.
- [A] Retard
- When the bullet gets above the specified target, it stops. It then
- falls, and can be blown by wind. (So if there's significant wind, you
- may want to aim upwind of your real target.)
- [E] Retard-2
- Similar to retard guidance, but compensates for wind so that the
- bullet drops straight down.
- [A] Auto-Homing
- This is similar to homing guidance, but the shell will automatically
- home in on the closest tank instead of requiring a specific target to
- be selected.
-
- 3.4 Fall Protection
-
- [B] None
- Normally, if your tank doesn't have enough support underneath it, it
- falls and takes damage.
- [I] Rocket Brakes
- These slow your tank, allowing it to take half damage from falling.
- [B] Parachute
- Better than rocket brakes, a parachute prevents your tank from taking
- any damage when it falls.
- [A] Balloon
- A balloon will inflate as your tank starts to fall, and allow it to
- hang in midair. However, if the balloon is hit by any bullet, it will
- pop and drop your tank.
- [E] Anti-Grav
- The ultimate defense against falling, this allows your tank to hover
- in mid-air. The anti-gravity field may affect the landsliding of dirt
- beneath the tank (this is a minor effect).
-
- 3.5 Shields
-
- All shields must be energized before they do anything (press 'E'
- during the aiming phase). You can click on a tank during the aiming phase
- to see how much of its shields are left. Shields act only against inbound
- rounds (those heading towards the shielded tank). As shields are damaged,
- their colors fade.
-
- [B] Deflector
- This shield pushes inbound bullets away from your tank. It isn't very
- effective against bullets which are traveling very fast.
- [A] Phase
- Creates a pair of vertical fields. Bullets entering one field pass
- out the other without touching anything between the fields.
- [A] Anti-Grav
- Projects a repulsive field above the tank. This field repels any
- bullets not fired by the tank upwards. Anti-Grav shields are stronger
- and last longer than Deflectors, but don't provide any protection
- against side shots.
- [I] Earthen
- Creates a dome of dense dirt, which acts to slow bullets enough that
- they explode. The dirt is regenerated at the beginning of every turn,
- until the shields are depleted.
- [B] Solid
- Creates a dome which explodes all bullets which come into contact with
- it. This and all other more expensive shields are redrawn as soon as
- they are damaged, so no holes are left for subsequent bullets to fly
- through.
- [A] Reflect
- Any bullets which hit reflective shields bounce off. However, bullets
- armed with contact fuses will explode when they hit the shield.
- [E] Absorb
- Absorbs all bullets which hit the shield, before they can explode.
-
- 3.6 Tank Modifications
-
- Buying these allows you to improve your tank. When you buy a
- modification, your tank is changed for the rest of the rounds left in the
- current game. Buying more than one of a modification does not do anything
- (other than waste money) - for example, buying two Armor modifications will
- not give you 400 points of armor. Tank modifications tend to be very
- expensive; if you want to use them, I suggest setting Starting Money to
- $5000 or more so that you can afford one modification right away.
-
- [E] Improved Turret
- Allows you to depress your tank's barrel to 20 degrees below
- horizontal (instead of just 10).
- [E] Improved Barrel
- A more efficient design, this gives your shots 25% higher velocity at
- the same power. This allows them to cut through more dirt. DU and
- steel ammo will do more damage, since the bullets can go faster.
- [E] Smaller Body
- Makes you harder to hit.
- [E] Better Traction
- Builds better support under your tank, so that it is less likely to
- fall if some of the dirt underneath it is removed.
- [E] Backup Generator
- If your tank is damaged, this repairs you by 25 power per round. This
- will not allow your tank to go above 1000 power, nor will it repair
- damaged armor.
- [E] Armor
- The first 200 damage your tank takes each round will be absorbed by
- thicker armor. After that, your tank takes damage normally. You can
- click on a tank in the Aiming Screen to see how much armor it has
- left. Armor sometimes allows a tank to survive a direct hit.
-
-
- 4. System Settings and Command Line Options
-
- The behavior of Howitzer is controlled through two means: command line
- options and the System Settings menu. Command line options take effect as
- soon as Howitzer is run, and remain in effect until it is exited. Options
- in the System Settings Menu may be changed between games.
-
- There are actually two system settings menus, although only one is
- visible at a time. The "Beginner Settings" menu is shown if beginner mode
- is turned on; it has only a few options. The "Expert Settings" menu is
- shown if beginner mode is turned off, allowing greater customization of
- Howitzer.
-
- 4.1 Beginner Settings Menu Options
-
- This presents a reduced set of options, so new users of Howitzer won't
- get overwhelmed. Options not shown on this menu are set to reasonable
- defaults.
-
- Game Length
- The number of rounds the next game will last. (Games can be aborted
- at any time using the "End [G]ame command of the popup system menu -
- see section 2.5.)
- Players
- The number of players, human or computer, that will participate in
- this game. Their names and player type can be set in the tank menu on
- the settings screen. Howitzer can handle up to 10 players.
- Starting Money
- The amount of money each player begins the game with. This allows
- stocking up on weapons before the first round of combat.
-
- Background Type
- Selects the type of background that will appear behind the terrain.
- If you are low on memory, you may want to choose SIMPLE - it isn't as
- pretty, but doesn't use any expanded memory. More detailed
- descriptions of the other backgrounds are listed in the Expert
- Settings Menu Options section.
- Ground Type
- Selects the type of terrain. In beginner mode, the only difference
- between terrain types is that they look different.
- Border Type
- Determines what happens when a bullet hits one of the playfield
- borders. Normally, bullets that go off the top of the screen will
- come back down, unless they go too far off one side of the playfield.
- Other border types can block bullets or cause them to bounce back onto
- the playfield.
-
- Explosion Sounds
- Toggles whether explosions make noise or not. This only makes a
- difference if you have a sound card installed.
- Flight Sounds
- Turns sound on for bullets in flight. This can be based on height
- (the higher up a bullet, the higher the pitch) or velocity (the faster
- the bullet, the higher the pitch).
- Bullet Traces
- Normally, bullet traces gradually fade into the background. If you
- are running low on memory, you may want to set this to TRACER ONLY (in
- which case only Tracer ammo leaves traces) or PERMANENT (where all
- ammo leaves traces, but the traces don't fade).
-
- 4.2 Expert Settings Menu Options
-
- Game Length
- The number of rounds the next game will last. (Games can be aborted
- at any time using the "End [G]ame command of the popup system menu -
- see section 2.5.)
- Players
- The number of players, human or computer, that will participate in
- this game. Their names and player type can be set in the tank menu on
- the settings screen. Howitzer can handle up to 12 players.
-
- Auto-Name Tanks
- If this is on and you change the opponent type of a tank, the tank's
- name will be automatically changed to the opponent type and tank
- number ("Human 2", "Chooser 7", etc.) This makes it easier to tell
- who's shooting at whom. Of course, you can always click on a tank in
- the aiming screen to see what type of opponent is controlling it.
- Aiming Order
- The order in which tanks aim. Aiming last can be an advantage, since
- you know where everyone else is going to fire, and can plan what
- you're going to do based on that information. However, if firing
- order is SEQUENTIAL, aiming first means that you have a chance to
- destroy an enemy tank before it can fire back. Choices are:
- FIXED
- Tanks always aim in the same order they appear in the Tank Menu
- in the System Screen.
- RANDOM
- Each turn, tanks aim in a random order.
- ROTATE
- The tank that aimed first the previous turn aims last this turn;
- everyone else aims one position sooner.
- RICH LAST
- Tanks aim in order of money on hand, so poorer tanks will aim
- before richer tanks. This makes spending every last penny on
- better weapons a slight disadvantage.
- WINNER FIRST
- Tanks aim in descending order of number of games won. This gives
- a slight advantage to the tanks that are losing.
- Firing Order
- The order in which tanks actually fire their bullets:
- SIMULTANEOUS
- All tanks aim and select their weapons. They then all fire their
- bullets at the same time
- IRREGULAR
- All tanks aim and select their weapons. Some tanks fire their
- bullets a bit before the other tanks, some a bit after, randomly.
- SEQUENTIAL
- One tank aims and fires. Then the next tank aims and fires.
- Firing first is an advantage, since you may be able to destroy an
- opponent before he/she even gets a chance to fire back or raise
- shields.
- Order Scores By
- The tank scores list can be ordered in several different ways,
- depending on what you think is most important:
- NAME
- Tank scores are given in the same order the tanks appear in the
- Tank Menu in the System Screen.
- WINS
- Tanks with the most wins are listed first.
- KILLS
- Tanks with the most kills are listed first.
- MONEY
- Tanks which have earned the most total money are listed first.
- Team Members Adjacent
- If this is turned on, all members of a team will be placed next to
- each other on the screen. If three teams of four players each were
- playing, they might be placed in the order 222211113333. If this
- setting is turned off, they might be placed 132112133232. Teams of
- two or three choosers next to each other make deadly opponents.
- Max. Round Length
- The maximum number of turns in a round. If two or more tanks are
- alive after this many turns, the round is declared a stalemate and no
- one wins it. Although humans don't usually run into this limit,
- computer players sometimes seem to take forever to kill each other.
- Fast Endgame
- Controls what happens when the computer players kill off all the
- humans. During a fast endgame (or any other time only computer
- players are left), pressing 'X' will end the round.
- OFF
- Play proceeds normally, until the computer players kill each
- other off.
- ON
- Howitzer will temporarily turn off traces, reduce all delays, and
- use point bullets in an attempt to finish the round as soon as
- possible. This reduces the waiting between rounds for the
- humans.
- VERY
- The same as ON, but Howitzer makes the bullets invisible too
- (since this is slightly faster than displaying them).
- Pause at Scores
- After every round, the current scores are displayed. If this option
- is turned on, Howitzer waits for a keypress or mouse click to
- continue. If off, Howitzer will pause for one second and then go on
- to the Marketplace or the next round. Howitzer always pauses at the
- final scores for a game.
-
- LANDSCAPE OPTIONS SUBMENU:
-
- Background Type
- This is the same as the Background Type option in the Beginner
- Settings menu.
-
- The type of background that will be displayed. Using any setting
- but SIMPLE requires 464 KB of expanded memory. Possibilities for
- the background are:
- SUNSET
- Fades from one color at the top of the screen to another at
- the bottom. Colors depend on the ground type (see Ground
- Type, below).
- GRID
- Faint yellow grid over a plain background. Nice for
- estimating distances and angles.
- STARS
- Black background with lots of stars. They don't twinkle
- (yet!)
- GALAXY
- Same as stars, but with the Milky Way in the background.
- Added to please my astronomer and astrophysicist friends.
- CLOUDS
- On Earth or Venus, displays a cloudy sky. On Mars or the
- Moon, displays plasma discharges (since we can't have clouds
- there, can we?)
- RANDOM
- Picks a new background type each round - SIMPLE will not be
- chosen, since it's not as pretty.
- SIMPLE
- All one color. Mushroom clouds are not permanent, and will be
- obscured by other explosions or bullet traces. If speed is a
- problem on your system, simple sky will make things move a
- little faster. This is also your only choice if you don't
- have any expanded memory.
- Ground Type
- This is the same as the Ground Type option in the Beginner Settings
- menu.
-
- Selects the type of ground for the game. SIMPLE ground is faster
- to calculate. If Gravity or Air Viscosity (see below) are set to
- PLANET, their values will be different for each choice. Choices
- are:
- SIMPLE
- Earth-like terrain, with snow, bare rock, and tree-covered
- slopes. Not as pretty as EARTH, but faster to calculate.
- Gravity is 1.00 gees. Air viscosity is 1.0 Earth normal.
- EARTH
- Snow-topped mountains with tree-covered slopes. Gravity is
- 1.00 gees (since that's how a gee is defined). Air viscosity
- is 1.0 Earth normal (I wonder why...)
- MARS
- Red mountains. Gravity is 0.38 gees. Air viscosity is 0.2
- Earth normal.
- MOON
- Gray mountains. Gravity is 0.17 gees. (which is still high
- enough that tank bullets can't reach escape velocity, even at
- max. power) Air viscosity is 0.0 Earth normal.
- VENUS
- Yellowish-brown mountains. Gravity is 0.88 gees. Air
- viscosity is 4.0 Earth normal.
- JUPITER
- Purplish-brown mountains. Gravity is 2.64 gees (falling
- hurts). Sunsets look really good on Jupiter. Air viscosity
- is 16.0 Earth normal.
- AEROGEL LAND
- A whimsical land, where all the mountains are made of aerogel.
- This means it's possible to shoot through them (especially
- with DU Penetrator rounds). The aerogel has impurities in it,
- which appear as specks of normal dirt; these can block shots.
- However, you'll probably want to stock up on dirt-producing
- weapons to build your own barriers. This terrain will not be
- chosen by the RANDOM ground type. Gravity is 1.00 gees. Air
- viscosity is 1.0 Earth normal.
- RANDOM
- Picks a new ground type each round from EARTH, MARS, MOON,
- VENUS, or JUPITER.
- Advance Generation
- If you have enough expanded memory, Howitzer can generate the
- screen for the next round while you're playing the current one.
- This setting controls which parts of the next screen are generated
- in advance. SIMPLE ground and sky don't need to be generated in
- advance, so will ignore this setting.
- NOTHING
- The screen for the next round will be generated after you
- finish this one. This is your only choice if you don't have
- any expanded memory.
- GROUND ONLY
- The ground will be generated in advance. This setting
- requires 368 KB of expanded memory.
- SKY ONLY
- The sky will be generated in advance. This setting requires
- 464 KB of expanded memory. (This is in addition to the 464 KB
- of expanded memory required for detailed skies in the first
- place.)
- GROUND+SKY
- Both the ground and sky will be generated in advance. This
- setting requires 832 KB of expanded memory.
-
- Border
- This is the same as the Border option in the Beginner Settings
- menu.
-
- The type of border that exists at the edges of the playfield.
- Possibilities are:
- NORMAL
- Bullets that go off the top of the screen will come back down,
- unless they go too far off the sides of the playfield (see
- Border Extends setting, below).
- PHASE
- Bullets that hit the left side of the screen reappear on the
- right side, and vice versa. Bullets that go off the top of
- the screen will continue to wrap side-to-side, and will
- eventually come back down.
- SOLID
- Bullets that hit any edge of the screen explode.
- REFLECT
- Bullets that hit any edge of the screen bounce off, losing no
- speed in the process.
- ABSORB
- Bullets that hit any edge of the screen are absorbed without
- exploding.
- DECEL
- Similar to REFLECT, except that bullets hitting a border lose
- speed when they bounce.
- ACCEL
- Similar to REFLECT, except that bullets hitting a border gain
- speed when they bounce. However, if the bullet is moving too
- quickly when it hits the border, it will explode rather than
- bounce.
- SCATTER
- Bullets hitting a border bounce off at a random angle. (Watch
- out for bullets bouncing back straight at you.)
- BLINK
- Similar to PHASE, except that bullets going off the top of the
- screen come back down at a random position. (Try firing three
- or four MIRV-2's off the top of the screen - Rain-O-Death!)
- RANDOM
- At the beginning of a new round, the border type is randomly
- picked from the above types.
- Playfield Extends
- For NORMAL border type, the number of pixels past the sides of the
- screen that bullets are allowed to exist. In high winds, this
- allows a "hook shot," where the bullet is fired into the wind and
- goes off-screen to one side, then is blown back on screen to hit a
- target.
- Max. Wind
- The maximum wind velocity. Bullets are blown downwind more by
- higher winds.
-
- Gravity
- Sets the gravity for the playfield, in multiples of Earth gravity
- (gees). In higher gravity, bullets won't travel as far and falling
- causes more damage. Lower gravity makes bullets more affected by
- wind. If set to PLANET, gravity will depend on the ground type
- (see above).
- Air Viscosity
- This controls how thick the atmosphere is. A thicker atmosphere
- slows down bullets, so they don't go as far. If viscosity is zero,
- bullets travel in parabolic paths (this is what you're used to).
- If set to PLANET, air viscosity will depend on the ground type (see
- above) - Venus and Jupiter have thick atmospheres, while Mars and
- Moon have none.
- Bumpiness
- How bumpy the terrain is. Higher numbers make steeper, more
- irregular mountains. Lower numbers make gentle slopes.
- Max. Stable Slope
- The maximum stable slope of ground. If at the end of a turn the
- ground has too steep a slope in an area, the dirt will landslide
- until the slope reduces to below the maximum value. No matter what
- the Bumpiness setting, the initial terrain for any round will be
- entirely below maximum slope. (Setting maximum slope to 1 doesn't
- make very interesting terrain.)
- Chance Dirt Falls
- The percent of time that dirt will fall. If this is set to a low
- number, dirt may hang in midair for several turns before finally
- falling. Hanging dirt can be shaken down with Seismic Blast ammo
- (see section 3.1). Computer players and cruise missiles don't deal
- very well with hanging dirt.
- Weather
- Howitzer can simulate the effects of several types of weather.
- Weather takes effect at the end of each turn, at the same time that
- the landscape is being updated.
- NONE
- No weather at all (sort of like Southern California)
- DRIZZLE
- Light rain
- RAIN
- Pixels tend to get washed downhill. This eventually erodes
- steep hillsides and peaks.
- DOWNPOUR
- Heavy rain
- SNOW FLURRIES
- Light snow
- SNOW
- Snow falls onto the landscape, covering tanks, shields, and
- dirt.
- BLIZZARD
- Heavy snow
- AEROGEL SNOW
- Snow made out of Aerogel. Aerogel is a very lightweight
- substance that is much easier to shoot through than dirt.
- ACID DRIZZLE
- Light acid rain
- ACID RAIN
- Rain which eats away at the landscape. Doesn't damage shields
- or tanks, unless it eats away enough of the hillside beneath a
- tank that it falls.
- ACID DOWNPOUR
- Heavy acid rain
- HAIL
- Sort of like snow, but falls in large clumps instead of evenly
- over the screen.
- ACID HAIL
- Sort of like acid rain, but falls in large clumps instead of
- evenly over the screen.
- RANDOM
- Chooses a new type of weather each round.
-
- EQUIPMENT OPTIONS SUBMENU:
-
- Starting Money
- The amount of money each player begins the game with. This allows
- stocking up on weapons before the first round of combat.
- Prize Size
- This setting affects all rewards and penalties described in Scoring
- and Money (section 6.3). Setting this to a high level makes it
- easier to buy better weapons and shields (but computer tanks will
- also be able to buy equipment more easily!) Choices are:
- STINGY
- Rewards and fines are 50% of normal. Good luck saving up for
- shields.
- POOR
- All values are 75% of normal.
- NORMAL
- What does it sound like? Rewards and fines are as listed in
- Scoring and Money.
- GOOD
- All values are 125% of normal.
- GREAT
- All values are 150% of normal.
- BOUNTIFUL
- All values are 200% of normal.
- MONTY HAUL
- All values are 300% of normal. Beware computer tanks with
- nukes!
- Interest Rate
- Controls the amount of interest earned on money you didn't spend
- last round. Negative interest rates make it harder to save up for
- the big items.
- Computers Buy Ammo
- If turned on, computer-controlled tanks will buy ammo ranging from
- HE-2 rounds up to Fusion Warheads and MIRV's.
- Computers Buy Shields
- If turned on, computer-controlled tanks will buy shields and
- parachutes.
- Unlimited HE Ammo
- If turned on, all players have an infinite supply of High Explosive
- ammunition. Otherwise, only Steel Shot ammo is unlimited. When
- turned off, it can make for more conservative games. Computer
- players don't deal well with running out of HE ammo, though.
- Shields Keep Between Rounds
- If turned on, shields last until they are drained. If off, shields
- only last until the end of the round in which they were turned on.
- Marketplace Shows
- Selects which items appear on the Available Items menu in the
- Marketplace. Choices are:
- ALL
- Shows every piece of equipment, whether the tank can afford it
- or not.
- AFFORDABLE
- Only shows equipment the tank can afford.
- TICKLER
- Shows equipment the tank can afford, plus items the tank could
- afford if it had another $300. Useful for determining whether
- there's something you want to save up for.
- Technology
- Selects the complexity of items that will be available in the
- Marketplace. I suggest setting this to BEGINNER if you've never
- played before, and gradually working your way up to EXPERT.
- Choices are:
- BEGINNER
- The easiest setting. No guidance or fuses to worry about.
- Tank modifications are also unavailable. Ammo is restricted
- to the least complicated items (basically things that just
- explode).
- INTERMEDIATE
- Adds in some fuses and guidance, and a lot of ammo. Nuclear
- weapons become available.
- ADVANCED
- Even more items available, including Napalm and Phase Shields.
- EXPERT
- Everything available, including tank modifications.
-
- DELAYS SUBMENU:
-
- Tank Fall Delay
- Larger numbers make tanks appear to fall slower. Falling damage is
- unaffected - this just makes the game more enjoyable on fast
- machines.
- Compensated Events
- If there are fewer than this many bullets and explosions on-screen,
- Howitzer will add a delay so things continue to happen at the same
- speed. (Otherwise, if you just had one bullet on the screen, it
- would move five times faster than five bullets on the screen.)
- Lowering this value will speed up the game, but the apparent speed
- of bullets may change. This is best set using the Calculate Delays
- button in the System Screen. (see section 2.2)
- Event Compensation
- This is the delay Howitzer adds in for each event less than the
- number of Compensated Events that is on-screen. For example, if
- Compensated Events is 5, Event Compensation is 150, and there are
- currently 2 bullets on-screen, Howitzer would delay for (5-2)*150 =
- 450 MTU (meaningless time units). Lower this number if things
- actually speed up if there are more bullets on-screen (for example,
- when a MIRV splits). This is best set using the Calculate Delays
- button in the System Screen. (see section 2.2)
- Plot Frequency
- Howitzer calculates the position of the bullet several times for
- each time it's plotted on the screen. This setting affects how
- often the bullet is drawn to the screen. Larger numbers will plot
- the bullet more frequently, making it appear to move more smoothly.
- Smaller numbers will speed the game up without reducing accuracy -
- each bullet's position is still calculated the same number of
- times; it's just plotted to the screen less.
-
- Explosion Sizes
- Affects the sizes of all explosions. ITTY-BITTY, TINY, and SMALLISH
- will make all explosions smaller than normal. LARGISH, HUGE,
- MUNCHKIN, and WHAT WAS THAT? will make explosions larger than normal.
- Little brothers seem to be especially fond of MUNCHKIN-sized fusion
- warhead explosions.
- Animate Nukes
- Controls the appearance of Fission and Fusion Warhead explosions.
- Using a setting other than NO is slightly slower, but a heck of a lot
- more attractive.
- NO
- Nuclear explosions flash the screen white, but don't do any
- special animation.
- FIREBALL
- After the flash, a fireball rises into the sky, then fades away.
- MUSHROOM CLOUD
- As the fireball fades, it leaves a mushroom cloud behind. This
- is the setting used for the intro screen. Mushroom clouds will
- last until the end of the current round.
- Explosions Sounds
- Toggles whether explosions make noise if you have an Adlib-compatible
- sound card.
-
- Bullet Shapes
- Controls the appearance of bullets:
- NORMAL
- Bullets will have different shapes depending on their type (nukes
- and cruise missiles are particularly cute).
- POINT
- All bullets will look like little dots. This can make them
- harder to see (since single pixels are pretty tiny on an 800x600
- display) but will also speed up the game on slow machines.
- INVISIBLE
- Bullets are not visible at all. This does not affect the
- appearance of traces, which is set via the Bullet Traces option.
- Using INVISIBLE bullets and PERMANENT traces is even faster than
- using POINT bullets if you have a really slow machine.
- Bullet Traces
- Determines the nature of traces:
- TRACER ONLY
- Tracer bullets leave traces, which are permanent. Traces may be
- erased by selecting Refresh [S]creen from the system menu.
- Ordinary ammunition leaves no traces. This setting can be a real
- challenge when combined with INVISIBLE bullets.
- FADING
- All bullets leave traces, which fade from the sky (see Trace
- Duration, below). This setting requires 128 KB of conventional
- memory, so you may not be able to use fading traces under low
- memory conditions. It is also slightly slower than the other two
- settings.
- PERMANENT
- All bullets leave traces, which are permanent unless the screen
- is refreshed.
- Trace Thickness
- Larger numbers make traces more dense. Smaller numbers make traces
- thinner, and speed up the game slightly.
- Trace Duration
- The number of turns a trace will last, before fading into the
- background. Ignored if Trace Type is not FADING.
- Flight Sounds
- If you have an Adlib-compatible sound card, bullets can make noise
- while in flight. The type of noise generated is determined by this
- setting:
- NONE
- Bullets don't make any noise while in flight. This is slightly
- faster than the other settings.
- HEIGHT
- The pitch of a bullet's flight sound is based on how high up it
- is. The higher the bullet, the higher the pitch
- SPEED
- Flight sounds are based on how fast bullets are moving. Faster
- bullets make higher-pitched noises. (This is amusing to listen
- to if you're using Deflector shields.)
-
- 4.3 Command Line Options
-
- You can control much of Howitzer's behavior by specifying options on
- the command line when you run it. For example,
-
- howitzer -OX -L
-
- will make Howitzer skip the opening screen, ignore expanded memory, and not
- generate a logfile. Command line options may be connected (such as -ONX)
- or separated (such as -O -N -X). The only exception is the -I option,
- which must be by itself; if you specified -IFOOX, Howitzer wouldn't know
- whether you wanted to read input from a file called "FOOX", or whether you
- wanted to read input from a file called "FOO" (-IFOO) while ignoring
- expanded memory (-X). Command line options may start with a dash (like -X
- -N) or slash (like /X /N).
-
- -? Print a list of all the command line options
- This prints help on the command line options that you can use to
- control Howitzer.
-
- -Zrrr Start Howitzer in a screen mode that has rrr rows
- Howitzer supports four screen sizes: 640x400, 640x480, 800x600, and
- 1024x768. The default is 800x600. Smaller screens require less
- memory. For example, to start Howitzer in 640x400 mode, use the "-
- Z400" option.
- -O Skip opening screen
- This allows you to skip the animated opening screen and go right to
- the system settings screen.
- -N Don't read howitzer.ini on startup
- Ordinarily, Howitzer reads its system settings from howitzer.ini.
- Using this option causes Howitzer to ignore the file and use its own
- built-in defaults.
- -X Don't search for expanded memory
- On some computers which have no expanded memory, Howitzer can get
- confused when it looks for expanded memory. If you have no expanded
- memory and Howitzer won't run, try this option.
- -B Don't use Soundblaster digital sound
- Using digital sound requires 192KB of EMS, 56KB of conventional
- memory, and (of course) a sound card. If you have a sound card, but
- don't want to use digital sound, this flag disables it. You will
- still be able to get FM (Adlib-compatible) sound effects.
- -W Don't warn that Windows is running
- Normally, Howitzer will print a warning if it is run under Microsoft
- Windows. This option suppresses the warning message.
- -S Allow Windows task switching at all times
- Howitzer ordinarily disables Windows task switching, except in special
- cases (see section 8). This option allows switching at all times.
- USE WITH CAUTION, since switching away from Howitzer in the middle of
- a game can corrupt the screen.
- -M Don't look for a mouse
- Howitzer normally looks for and uses a mouse. If for some reason you
- don't want to use your mouse, this option will force Howitzer to use
- its built-in mouse emulation (see section 2).
- -V Initialize verbosely
- If Howitzer crashes during initialization, this will save more
- information to the logfile so I can get a better idea of where it
- crashed and how I can fix it.
-
- The following options affect the types of information stored to the
- logfile.
-
- -L Don't generate a logfile
- By default, Howitzer creates a file called howitzer.log in its
- directory. Any errors that may occur will be logged to this file
- (this is a BIG help if I'm trying to track down a bug you report).
- This option disables creation of the log file.
- -D Log damage taken by all tanks
- If this option is enabled, any time a tank takes damage it will create
- an entry in the logfile showing who damaged whom, and by how much.
- -P Log money and purchases
- Records tanks' earnings and expenditures to the logfile.
- -C Log conventional memory allocations
- Records allocation and freeing of conventional (<640 KB limit) memory
- to the logfile.
- -E Log expanded memory allocations
- Records allocation and freeing of expanded (EMS) memory to the
- logfile.
- -T Log thinking of computer tanks
- Records information on what the computer tanks are doing and where
- they are aiming to the logfile.
- -K Log keyboard and mouse input
- Records all keypresses and mouse clicks to the logfile. This allows
- you to save a game for later viewing, and also helps me track down
- bugs (since I can duplicate exactly what you did).
-
- The last option must be specified by itself. It allows you to playback a
- previous game by reading input from that game's logfile. If you're going
- to do this, you should rename the old logfile to something besides
- howitzer.log, or Howitzer will overwrite the old logfile when it starts up.
-
- -Ifile Read keyboard and mouse input from specified file
- The counterpart to -K, this option specifies a logfile to playback
- user input from. If Howitzer runs out of input from this file, it
- will revert to using the real keyboard and mouse. Playback can also
- be aborted by pressing the Escape key several times (though the game
- may take several seconds to return control to the keyboard and mouse).
- Note that Howitzer does NOT automatically set the same command-line
- options that were used to record the playback file in the first place
- - you must set these manually
-
-
- 5. Computer Opponents
-
- Howitzer has several types of computer opponents. Computer-controlled
- tanks have the same limitations as human-controlled tanks. For example,
- the tank barrel's elevation must be an integer number of degrees; a
- Rebounder (see below) can't fire at 57.3 degrees to kill you on the first
- shot - it has to try 57 or 58 degrees and hope, just like a human. If they
- have enough money, computer opponents will buy and use many types of
- ammunition, shields, and fall protection. Opponent types are:
-
- Target Drone
- Doesn't fire at all. Useful for target practice when you don't want
- an opponent that shoots back.
- Chancer
- The simplest (and stupidest) computer opponent. Each turn, it picks a
- random angle and power to fire at.
- Linear
- Looks for the best straight-line shot to an opponent. If it doesn't
- have one, fires randomly.
- Flinger
- Tries to arc shots over intervening mountains to hit its target.
- Although it's not very good at guessing the best power for its next
- shot, it can eventually pin down and kill most targets.
- Rebounder
- If the border type is REFLECT, ACCEL, or DECEL, tries to bounce shots
- off the top border to hit opponents. If a rebounder has a clear shot,
- it usually hits on the first or second try.
- Arcer
- Similar to the Flinger, it tries to fire arcing shots over obstacles.
- However, the Arcer is much more accurate, and usually can kill a
- target in two or three shots.
- Chooser
- Can shoot as a Rebounder or Linear if it has a straight shot, or as an
- Arcer if it doesn't. The chooser is an even match for an average
- human player.
-
-
- 6. Game Mechanics
-
- 6.1 Bullets:
-
- Tanks launch bullets at a speed that is super-linear with respect to
- power. What that means is that a 1000-power shot is more than twice as
- fast as a 500-power shot. Once a bullet is in the air, gravity drags it
- downward, and wind blows it downwind. Air viscosity also affects bullets
- by slowing them down (in the same way a marble dropped into a pitcher of
- syrup slowly sinks to the bottom).
-
- Bullets slow down a lot when passing through ground or concrete, and
- somewhat when passing through aerogel. If a bullet slows down too much,
- and has a normal fuse, it explodes (see the equipment section on Fuses).
-
- If a bullet hits a reflective border or shield, or the bullet has a
- Bounce fuse and hits the ground, it will rebound from the surface at the
- same angle it strikes it. Examples:
-
- \ ^ # | \ ##
- \ / ## | \ ##
- \ / ### | \##
- \ / ####+---> /##
- \/ ##### / ##
- ########## ###### / ##
- ########## ####### V ##
-
- 6.2 Damage:
-
- Most types of explosive ammo will kill outright any tank they directly
- hit. If a bullet doesn't hit directly, but instead explodes nearby, the
- tank may be caught in the explosion and still take damage. Explosions are
- more damaging near the center than at the edges.
-
- Tanks also take damage from falling. A tank will become unstable and
- fall if less than half of it is touching the ground, and will continue
- falling until it becomes stable again. The damage a tank takes is
- proportional to the height it fell times the gravity. (Falling on the Moon
- does virtually no damage. Falling on Jupiter HURTS.) If a tank falls on
- top of another tank, the top tank will explode. This usually kills the
- bottom tank, too.
-
- When a tank is damaged, it will not be able to use as much power to
- fire shots. In the Aiming Screen, you can click on a tank to see what its
- maximum power currently is. When a tank dies, it can explode in a number
- of different ways.
-
- Bullets hitting shields do damage based on how much the bullet weighs.
- A Fission Warhead weighs more than a High Explosive round, which weighs
- more than a Steel Shot. Tracers don't weigh enough to damage shields. A
- complete list of ammunition weights is in the registered user's manual.
-
- 6.3 Scoring and Money:
-
- A tank wins a round if it is the last tank alive. It is possible for
- all the tanks to kill each other; in this case, the round is a tie and no
- one wins. (How can you win when you're dead?) One kill is equivalent to
- doing 1000 damage to a tank, which is the damage required to destroy a tank
- that was at full power. Tanks get credit for partial kills, so doing 300
- damage to a tank is worth 0.3 kills. If a tank makes an enemy fall (for
- example, by using Termites to dig out the ground underneath it), it gets
- credit for any falling damage the enemy takes. All rewards and penalties
- are multiplied by a constant factor based on the Prize Size option in the
- System Screen. (see section 4.2)
-
- Tanks can earn money in the following ways:
-
- $25 for each 100 damage done to an enemy tank
- $10 for each 10% damage done to an enemy's shield
- $50 for firing the shot which kills an enemy tank
- $250 for winning a round
-
- Tanks are fined for the following actions:
-
- $40 for each 100 damage done to yourself
- $16 for each 10% damage done to your own shield
- $80 for firing the shot which kills yourself
-
- In team mode, money for winning a round is shared equally between all
- teammates. For example, if a team with five tanks won a round but only
- three of its tanks survived, each of the five tanks would get ($250 * 3)/5
- = $150. In addition, the following penalties apply:
-
- $20 for each 100 damage done to a tank on your own team
- $8 for each 10% damage done to a tank on your own team
- $40 for firing the shot which kills a tank on your own team
-
- You can change how Howitzer ranks players by setting the Scoring Order
- option in the System Screen.
-
- 6.4 Team Mode:
-
- Team mode is a way for groups of tanks to work together. In team
- mode, you win a round by being part of the last team alive; it isn't
- necessary to kill off your teammates to win. In fact, it's a bad idea -
- you are fined for damaging other tanks on your team. Computer players are
- (usually) smart enough to pick targets that are on a different team. Teams
- get points based on the amount of money and kills accumulated by all their
- team members.
-
- To play in team mode, you must turn beginner mode OFF. Then click on
- the ""[T]eam mode is OFF" button on the System Screen. The screen will
- fade, and come back in team mode. In this mode, the tank menu has an
- additional column for the team each tank belongs to. Clicking the left or
- right mouse buttons on a tank's team changes the team number. It also
- changes the tank's color, because tanks are colored based on the team they
- are on. Note that you must have at least two teams to play a game in team
- mode.
-
- In the aiming screen, other tanks on your team will be dimmed to
- remind you not to shoot at them. This also makes it easier to tell which
- tank is actually aiming.
-
-
- 7. Howitzer and Memory
-
- Howitzer likes having lots of memory. (ANY program which is doing
- Super VGA graphics and animation likes having lots of memory.) Howitzer is
- most happy with 512 KB or more free conventional memory and 3072 KB or more
- free expanded (EMS) memory.
-
- 7.1 Memory Basics:
-
- Memory on PC's comes in three flavors: conventional, exPANded (also
- called EMS), and exTENded. The first is always available to you, but the
- second and third require you to have device drivers loaded from your
- config.sys file. Techniques to free up more memory are somewhat arcane,
- and far more detailed than belong in a manual for a game. The simplest
- way, if you've got DOS 6.0, is to type MEMMAKER from the DOS prompt.
-
- If the suggestions below don't seem to work on your computer, ask a
- friend for help.
-
- To see how much free memory MS-DOS thinks you have, type MEM from the
- DOS prompt. You should see a display similar to this:
-
- C:\BCC\HOWITZER\EXE>mem
-
- Memory Type Total = Used + Free
- ---------------- ------ ------ ------
- Conventional 636K 103K 533K
- Upper 0K 0K 0K
- Adapter RAM/ROM 0K 0K 0K
- Extended (XMS) 15360K 15360K 0K <---***
- ---------------- ------ ------ ------
- Total memory 15996K 15463K 533K
-
- Total under 1 MB 636K 103K 533K
-
- Total Expanded (EMS) 1536K (1572864 bytes)
- Free Expanded (EMS) 1472K (1507328 bytes) <---*
-
- Largest executable program size 533K (545872 bytes) <---**
- Largest free upper memory block 0K (0 bytes)
- MS-DOS is resident in the high memory area.
-
- The first number with an arrow pointing to it (<---*) is the amount of
- free conventional memory you have. The second number (<---**) is the
- amount of free expanded memory. The third number (<---***) is the amount
- of free extended memory. Howitzer can't use extended memory, but the good
- news is you CAN turn extended memory into expanded memory by adding the
- following lines to your config.sys file:
-
- device = c:\dos\himem.sys
- device = c:\dos\emm386.exe 3072 RAM
-
- That should turn your exTENded memory into exPANded memory. (Isn't MS-
- DOS fun?)
-
- 7.2 Conventional Memory Consumption
-
- At a bare minimum, Howitzer requires 448 KB of free conventional
- memory. Options such as detailed skies, fading traces, and large
- explosions require more memory on top of this number. If you have enough
- expanded memory, Howitzer may be able to use less conventional memory. At
- any point during the game, you can use Alt+Z to display the Popup System
- Menu, then select [M]emory Usage to see how much memory Howitzer is using
- and how much it has left.
-
- Condition Memory required (KB)
- Minimum to run Howitzer 448
- Explosion Sizes set larger than NORMAL +10
- Traces are set to FADING +78
- Soundblaster digital sound enabled +54
- Enough EMS for backing stores (see below) -128 KB
-
- Should you start to run low on conventional memory, Howitzer will
- print a warning message advising you of things you can do to reduce memory
- usage. If later in the game you start running out of memory, Howitzer will
- automatically disable fading traces and then digital sound support to free
- up additional memory.
-
- 7.3 Expanded Memory Consumption
-
- Howitzer will use expanded (EMS) memory for storing special effects
- and graphics. It also needs expanded memory to save the screen so you can
- switch to Windows from the Aiming Screen. You can control some of how
- Howitzer uses expanded memory with the Background Type and Advance
- Generation settings (see section 4). You can see how Howitzer is using
- your expanded memory by popping up the system menu with Alt+Z and then
- pressing 'M'. The following table summarizes the amount of expanded memory
- required for each setting in each screen mode (640x400 / 640x480 / 800x600
- / 1024x768). Note that larger screen sizes require more memory.
-
- Condition EMS required (KB)
- Background Type is SIMPLE 0
- Background Type is anything else +240/288/448/752
-
- Advance Generation is GROUND ONLY +192/240/368/624
- Advance Generation is SKY ONLY +240/288/448/752
- Advance Generation is GROUND+SKY +432/528/816/1376
-
- Soundblaster digital sound enabled +192
- Backing stores (see below) +128
- Screen save buffer for switching to Windows +240/288/448/752
-
-
- Howitzer can use up to 128 KB of expanded memory for BACKING STORES.
- These are the screen areas which are covered up when you pop up a menu
- (such as the Popup System Menu, Popup Help, or an equipment menu in the
- Aiming Screen). If you have 128 KB of free EMS after that used by the
- Background Type and Advance Generation settings, Howitzer will only use
- about 320 KB of conventional memory. (This is good news for those of you
- using LAN's or lots of device drivers.)
-
- 7.4 Examples
-
- Example 1: 360 KB of free conventional memory and 1024 KB of free EMS, in
- 800x600 mode.
-
- Since you have less than 448 KB of free conventional memory, you must
- save 128 KB of free expanded memory for backing stores. This leaves you
- (1024 - 128) = 896 KB of free EMS. So you could run Howitzer with a non-
- SIMPLE Background Type and Advance Generation = GROUND ONLY. You couldn't
- use a non-SIMPLE Background Type and Advance Generation = SKY ONLY, because
- you wouldn't have enough free EMS for backing stores, since (464 + 464) =
- 928 KB is more EMS than you have left.
-
- Example 2: 500 KB of free conventional memory and no EMS, in 800x600 mode.
-
- You have enough free conventional memory to run Howitzer. However,
- you won't be able to use fading traces, since that would take (448 + 78) =
- 526 KB of free memory. Since you don't have any EMS, you also won't be
- able to use detailed skies.
-
-
- 8. Howitzer and Microsoft Windows
-
- Microsoft Windows doesn't coexist very well with DOS applications that
- use Super VGA (SVGA) graphics. The main reason is that many video drivers
- for Windows can't handle saving and restoring SVGA screens. If you switch
- away from a SVGA DOS application to Windows or another DOS application, the
- screen of the SVGA application may be corrupted when you switch back into
- it. To minimize these inadequacies, Howitzer incorporates several features
- designed to reduce the damage caused by a corrupted screen.
-
- Howitzer normally prevents Windows from trashing its screen by
- disabling task swaps except in special circumstances (see below). This
- means that Windows hot keys like Alt+Esc, Alt+Enter, and Ctrl+Esc will not
- work from within Howitzer. Applications that are running in the background
- (like a communications program that is downloading files) will continue to
- get time slices, but you won't be able to switch to them.
-
- If you have enough free expanded memory, you can use Alt+W (or the
- "Switch to [W]indows" option in the popup system menu) to switch from
- Howitzer to Windows or another DOS prompt. Howitzer will save its screen
- and display a message, then enable task switching. When you switch back to
- Howitzer, press the spacebar to restore the screen and continue playing.
-
- Saving the screen costs no memory from the System Screen or
- Marketplace, but requires 464 KB of free EMS in the Aiming Screen. If you
- don't have enough free memory, Howitzer will suggest ways you can free up
- more memory. If you are running Windows in 386 enhanced mode, you may be
- able to use a swap file to fool Windows into thinking you have more memory.
- (The information is in chapter 14 of my Windows 3.1 manual, under "Working
- with Windows Swap Files" - your mileage may vary.)
-
- If you still can't scrounge enough memory to allow Howitzer to save
- its screen, you can take your chances and switch to Windows anyway. If
- you're lucky, the damage will be minor and will be fixed by Alt+R (or the
- Restore Screen option in the popup system menu).
-
- Because of these potential problems, Howitzer will print a warning
- message if it discovers that it has been run under Windows. You can
- disable this warning by using the -W option when running Howitzer.
-
-
- 9. Troubleshooting Howitzer
-
- Because Howitzer is still in beta-test, there is a chance you'll run
- into a bug that isn't solved by any of these hints. If so, send me e-mail
- and I'll try to fix it in the next release. If you're lucky, one or all of
- the suggestions for a problem will fix it on your machine.
-
- Anything out of the ordinary
-
- Run Howitzer with the following options: -KCEV. This won't fix
- anything, but the logfile will contain much more helpful (well, to me
- anyway) information. Please send me the logfile and your howitzer.ini
- if you've got problems. If you were running Howitzer under Windows,
- try running it outside Windows.
-
- Howitzer claims your card isn't VESA-compatible
-
- Howitzer now uses a graphics library which only runs if a VESA
- interface is present. Some older graphics cards don't have this
- support built-in, and need to have a driver loaded first. (For
- example, my Video 7 VRAM-II card needs to have a TSR called v7vesa.com
- loaded.) This driver will probably be in the same directory or disk
- as any other utilities that came with your video card.
-
- It's possible that your VESA driver won't work with Howitzer. This is
- probably because Howitzer requires VESA 1.2 support. Many older
- drivers only support version 1.1 or 1.0 of the VESA standards.
-
- All is not lost! Howitzer now comes with Univesa, which is a free
- universal VESA driver capable of supporting many common video cards.
- If you don't have a VESA driver or your driver doesn't work, you can
- use Univesa instead. This should be as simple as typing univesa from
- the DOS prompt. Univesa comes with its own documentation (see
- univesa.txt) which may help track down any remaining problems.
-
- If these alternatives fail, contact me via E-mail and I'll try to
- connect you with a VESA driver that will work on your system.
-
- Howitzer claims your card or driver doesn't support the requested SVGA
- resolution
-
- By default, Howitzer starts up in 800x600x256 mode. If your card does
- not have 512KB of video memory, you will only be able to run in
- 640x400x256 mode - you can do that by starting Howitzer with the "-
- Z400" flag. Older Western Digital cards (such as the Paradise Pro) do
- not support 800x600x256, even though they have 512KB of memory - to
- run Howitzer on those cards, try the "-Z480" flag. You will only be
- able to use 1024x768x256 mode if your video card has 1MB of video
- memory.
-
- Starting with version 0.95beta, Howitzer should automatically start in
- a lower resolution if your card can't support 800x600x256.
-
- Howitzer claims your card or driver is out of date or not compatible
-
- Some old VESA drivers do not support the full VESA function set. If
- Howitzer detects one of these in your system, it may print a warning
- message or refuse to run. If this happens, you will need to update
- your VESA driver (see above).
-
- Howitzer doesn't make any spiffy digital sound
-
- If your sound card is at a non-standard IRQ or DMA channel, you will
- have to set the BLASTER environment variable before starting Howitzer
- (having your sound card's manual will come in handy here). You do
- this by typing
-
- "set blaster=A(addr) I(irq) D(dma)"
-
- at the DOS prompt. (addr) is your sound card's I/O address - the
- default is 220. (irq) is the card's IRQ setting - the default is 7,
- but some MediaVision PAS-16 cards come with it set to 5. (dma) is the
- card's DMA channel - the default is 1. Note that Howitzer can't
- handle IRQ's over 7 or DMA channels over 3 (let me know if this is
- seriously limiting you). For example, to set the BLASTER environment
- variable to the Soundblaster defaults, at the DOS prompt you would
- type
-
- "set blaster=A220 I7 D1"
-
- If you are running under very low memory conditions, you may not have
- enough conventional memory to use digital sound. Digital sound also
- requires 192KB of expanded memory. If you don't have any EMS, you
- won't be able to use digital sound. (See section 7 on how to get
- expanded memory.)
-
- Howitzer runs too darn slow, even on your 33 MHz 386 machine
-
- Buy a PCI bus 66 MHz Pentium-based machine. While you're at it, buy
- one for me too :-)
-
- Set Compensated Events to 0 in the DELAYS SUB-MENU.
-
- Increase the value for Plot Frequency in the DELAYS SUB-MENU.
-
- Set Bullet Shapes to POINT or INVISIBLE.
-
- Set Bullet Traces to TRACER ONLY or PERMANENT.
-
- Set Background Type to SIMPLE.
-
- Run Howitzer in a smaller screen mode (use "-Z480" or "-Z400" command
- line flag).
-
- Howitzer doesn't generate any sound whatsoever
-
- Because Howitzer must generate sounds for many bullets and explosions
- at the same time, it can't use a generic PC speaker for sound. (The
- built-in speaker can only play one tone at a time.)
-
- Howitzer says it's missing a file and can't run without it
-
- Check your distribution disk or re-run the self-extracting archive
- file. If Howitzer still claims it can't find the file, please let me
- know which file and where you found Howitzer (someone must have been
- tampering with the archive, and I'd sure like to hear about it).
-
- Other crashes or strange behavior.
-
- Start Howitzer with the "-X" command line option. This will disable
- expanded memory support. If this fixes your problem, please send me
- the logfile Howitzer generates with the "-EV" options.
-
- Start Howitzer in the smallest screen mode (-Z400). This will use the
- least memory, and work on the most video cards.
-
- If Howitzer appears to have locked up (it's ignoring the mouse and
- Alt+X, and nothing seems to be happening on the screen), try pressing
- Ctrl+Break and then the spacebar a few times. Howitzer will do its
- best to return you to the DOS prompt without forcing you to reboot.
-
- If, heaven forbid, Howitzer DOES lock up so badly you have to reboot,
- type chkdsk /f at the DOS prompt. Chkdsk will probably tell you that
- you have some number of lost clusters in a few chains. When it asks
- you if you want to convert these chains to files, answer yes. This
- will create some files in your root directory called file0001.chk,
- file0002.chk, etc. Look through those files with a text editor for
- one which starts out "Logfile for HOWITZER". This is the logfile
- which Howitzer was writing to when it crashed. Please E-mail this
- file to me so I can try and find your bug. (see section 1.3)
-
- THIS IS THE END OF HOWITZER.TXT - NOW GO PLAY THE GAME! DON'T FORGET TO
- REGISTER HOWITZER!
-
-