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- - - - IMPERIUM - - -
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- THE WARGAME OF THE MILLENNIA
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- Multi-Player Version 3.49
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- A door game designed to run under PCBoard v12 & 14
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- 9 May 1991
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- Copyright (C) 1988, 1991, Search IV. All rights Reserved
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- Imperium v3.49 9 May 1991 Sysop Documentation ______________ ___________________
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- Registration
-
-
- The software in this package is a demonstration version of Imperium. The
- game is completely functional but it will only allow games to run for four
- weeks. No time bombs, warning sirens, or deleted files, any games over 30
- days old will simply cease to cycle. If the game works well on your BBS and
- your callers enjoy playing Imperium, then please register it. Any games that
- were held up by the registration timeout can be resumed by placing the key
- file in the directory that the game is running from.
-
- Registration is only $20 and it gets you the current version of Imperium;
- support and assistance (beyond basic installation help) is an additional
- $10/yr and gives you access to all updates and beta-codes as they become
- available, as well as access to the Imperium Support Conference on the Castle
- of the Four Winds BBS.
-
- If this sounds like a great deal to you, please fill out the attached order
- form (Appendix D) and make your check or money order (in US Funds only,
- please) payable to:
-
- Christopher King
- 2215-1 Dublin Lane
- Diamond Bar, Ca 91765
-
- It generally takes us about 1-2 weeks to process an order and get a disk
- out in the US Mail (Unless otherwise requested all disks mailed out will be
- 360k 5¼" media). You can, however, download your Imperium key file from the
- Castle of the Four Winds. We recommend that you call when you mail the
- registration and let us know to post your key file. Your key file will then
- be made available as soon as we receive the registration fee. If you have a
- FIDO or RBBS Net address, please notify us of it and if you have no
- objections we'll file-send the key file to you directly.
-
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- Disclaimer
-
- IMPERIUM is distributed in an as-is condition. There are no warranties
- either expressed or implied. By setting up and running IMPERIUM, you are
- acknowledging that any damage that may occur by the operation of this program
- (physical or monetary) does not make Christopher King, The Castle of the Four
- Winds, or Search IV liable for anything more than replacing the Imperium
- software.
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- Imperium v3.49 9 May 1991 Sysop Documentation ______________ ___________________
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- Installation
-
-
- De-arc the IMPERIUM archive into the sub-directory that you plan to have
- the game run out of; the program does not require any special naming
- conventions with regard to drive or path names. The most basic setup for
- the game simply involves typing IMPINIT, from the DOS prompt. This will
- cause all data/map/communication/result files associated with previous
- games to be deleted and a new map and data files will be generated. When
- this process has completed (3-5 minutes) the game will be ready to run.
-
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- ImpInit requires the file CITYNAME.DAT in order function properly and
- will create the following files:
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- Imperium.Sys - Imperium configuration and system data [binary]
- ImpCity.Dat - Imperium City data [binary]
- ImpPlay.Dat - Imperium Player data [binary]
- ImpMap.000 - Imperium master map file [binary]
- City.Out - List of cities created [text]
- Map.Out - Text file version of Map file. [text]
-
- The Sysop has several ways of controlling the way the setup and play of
- the game; the Imperium configuration file can be altered to affect the
- characteristics of the units, the vulnerability of cities and forces, and
- the reports that are generated; the type of map that is created by the
- program can be controlled via command line parameters to ImpInit; and
- custom maps can be created and used. Each of these ways is discussed in
- greater detail in the following sections.
-
- The most basic way for the Sysop to control the setup of the game, is by
- altering the Imperium configuration file (IMPERIUM.CFG). The format of this
- file is given in Appendix A. It is a ascii text file that can be edited with
- any simple line editor, by changing the values in this file the Sysop can
- control the probability of successful attacks against enemy units, enemy
- cities, and uncontrolled cities; the score file format and content can be
- specified; the cost, movement, strength, hardness, and range of all the unit
- types in the game can be controlled; the cruise missile warhead types and
- power can also be specified. The sysop can also specify each player's
- starting forces, however, it is recommended that players only start with
- ships in custom game setups, there are no guarantees that all players will
- start out with ports in a random map.
-
- New with the 3.49+ releases is the ability for the sysop to actually vary
- the size of the playing map from as small as 25x25 up to 650x650, depending
- on the available RAM. To calculate the memory needed for a given map size,
- just multiply the x size by the y size (for a 450x900 map this work out to
- 405k). ImpInit consumes about 130k so if there is 560k free before ImpInit
- runs that would leave 430k free for generating the map.
-
- In this release the ImpInit program has been completely redone (again),
- Rivers are now created as shallow water, the percentage of land is specified
- instead of the number of land masses, the land that is created tends to look
- quite a bit more realistic, and the sysop can specify how close the starting
- players can be to each other. A substantial speed increase is also present.
- An error checking routine has been added if the program is unable to place
- the player cities, aborting the run after five tries. A MAP.OUT file however
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- Imperium v3.49 9 May 1991 Sysop Documentation ______________ ___________________
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- will always be written, therefore you can edit map.out adding cities and run
- it through again using the /F parameter. Starting Player cities in Graphics
- mode are now displayed in white for easier map checking.
-
- ImpInit Command Line Options:
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- /G - Graphics on.
- ImpInit will display the map as it is created.
- Very useful for examining the playability of a
- map. EGA & VGA systems only. [Default Off]
-
- /L - Land percentage.
- Determines the percentage of the map that ImpInit
- will make into land. Values less than 30 will
- produce maps that consist of a large ocean with
- islands. Values greater than 65 will create maps
- with large continents and several potentially
- separate seas and lakes. Values less than 10 may
- not initialize properly and are not recommended.
- [Default 50]
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- /R - Rivers
- Determines the number of river branches that
- will be created. Rivers are started only on
- land and continue towards a large water mass
- or the edge of the world whereupon they stop.
- If a river intersects another river already
- in place it stops forming an upstream branch.
- There is a slight chance of a river looping
- and connecting itself.
- [Default 0]
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- /M - Mountains.
- Determines the number of mountain ranges that
- will be created. Mountains are created only on
- land, and there is no checking to make certain
- that cities are not locked in. The value for
- this option should be about equal to the Land
- mass value.
- [Default 0]
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- /S - Swamps.
- Determines the number of swamps and marshes that
- will be created. Swamps are created only on land
- and only near water or rivers. The value for
- this option can be fairly high (up to double the
- land value) but not too high or ImpInit may have
- difficulty placing the cities on the map.
- [Default 0]
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- Imperium v3.49 9 May 1991 Sysop Documentation ______________ ___________________
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- /F - Forests.
- Determines the number of forests and wooded areas that
- will be created. Forests are created only on land
- and will tend to follow along mountain ranges and
- rivers. The value for this option can also be set high
- relative to the land value, depending on how large you
- want the forests to be.
- [Default 0]
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- /D - Deserts.
- Determines the number of deserts that will be created.
- Deserts are created only on land and will tend to avoid
- swamps, forests, and deep water.
- [Default 0]
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- /J - Jungles.
- Determines the number of jungles and rain forests that
- will be created. Jungles are created only on land
- and only in the region surrounding 'equator' of the map.
- They will tend to follow along swamps and rivers and other
- bodies of water.
- [Default 0]
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- /I - Ice cap percentage.
- Determines the percentage of the map that ImpInit
- will turn into polar regions. Values around 25% will
- produce maps with 'earthlike' poles, values around
- 50% will create maps will create a global ice age, which
- may or may not have contiguous seas and oceans.
- Values greater than 60 may not leave enough room to place
- cities and aren't generally recommended.
- [Default 0]
-
- /X - Change Maximum Land mass radius.
- This parameter allows you to change the maximum size
- of each individual land mass created. Values
- over 50 equal 50, and values less than minimum
- radius = minimum radius.
- [Default 20]
-
- /Y - Change Minimum Land mass radius.
- This parameter allows you to change the minimum size
- of each individual land mass created. Values
- less than 3 equal 3 and values greater than maximum
- radius = maximum radius.
- [Default 5]
-
- /E - External Map.
- Determines whether or not the game map should be
- created by ImpInit or read in from an external
- file. The format of the input file is discussed
- in the next section. The form of the option is
- /E<file name>. (i.e. /EInput.Map).
- [Default None]
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- Imperium v3.49 9 May 1991 Sysop Documentation ______________ ___________________
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- Samples:
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- Impinit /G /L60 /R20 /M20 /S20
- Fairly standard land campaign may or may not have
- a continuous ocean.
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- Impinit /G /L20 /R20 /M20 /S25 /X7 /Y3
- A definite Island campaign.
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- External Map Files
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- The sysop also has the power to create custom maps for IMPERIUM. The map
- file dimensions must agree with the map dimensions specified in the
- Imperium.Cfg file; depending on the amount of free RAM availible when ImpInit
- runs it is possible to create maps as large as 650x650. The characters that
- can be used in the making the map are:
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- [.] - Deep Water [~] - Low Hills
- [+] - Land [?] - Forests
- [^] - Mountains [)] - Desert
- [=] - Swamps [#] - Tundra
- [:] - Ice [&] - Jungles
- [@] - Sand Dunes [V] - Volcano
- [,] - Rivers/Coastal Water [-] - Lava Flows
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- In this current version of IMPERIUM, the Sysop can choose to place all,
- some, or none of the cities in the map file. It is important to note
- however that if any cities are specified, the first fifteen cities MUST be
- specified using the characters '1'..'0' and 'A' through 'E'. Any other
- cities can be placed using any of the following [*,O,o,X,x].
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- Imperium v3.49 9 May 1991 Sysop Documentation ______________ ___________________
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- Running Imperium
-
- Included in the IMPERIUM archive is an example batch file for bringing up
- IMPERIUM under PCBoard. There are several requirements for running
- IMPERIUM:
- [*] A PC-AT or clone. The door could probably be run
- from an XT if the clock speed was turbo'd to at least
- 10 Mhz. Anything slower than 10 Mhz and your callers
- are going to die of boredom during the screen updates.
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- [*] 640k of memory...for a full 30 player setup. The number
- of players that can participate in the game is a direct
- function of the amount of available machine memory. At
- this time Imperium does not support EMS.
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- [*] 500k - 35M of disk space. This factor depends on a number
- of things; such as the number of players and how 'inter-
- active' they are...the major factor in the amount of disk
- space necessary is the size of the map. A 100x100 game map
- will use up 30k per player, a 250x250 map will consume 187k
- per player, and a 650x650 map would use up over 1.2M per
- player. IMPERIUM makes no checks for disk space.
-
- This would also seem to be the appropriate place to mention that Imperium
- handles ComPort I/O in one of two manners; either through the use of internal
- asynchronous communications routines or through calls to a fossil
- communications driver. As of this release there is only one integrated
- version of Imperium; it will detect the presence of a fossil driver and
- utilize it if found, otherwise it will revert back to it's internal i/o
- code. The internal I/O routines should be fine for most BBS's that run at
- baud rates of 9600 or less. If your system runs at a higher speed or utilizes
- locked baud rates to improve your users' data throughput then you need to use
- an external fossil driver along with Imperium (Imperium has been successfully
- tested with X00, BNU, and OpusComm).
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- Getting back to the more pressing matters at hand, running IMPERIUM.
- IMPERIUM takes two command line parameters. The first is the path to the
- BBS control file and the second is the type of control file that is being
- used. The general form for the command line is:
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- Imperium <Path> <BBS Type>
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- Where BBS Type is one of the following:
- 14 - PCBoard.Sys v14.xx file
- 12 - PCBoard.Sys v12.xx file
- WC - WildCat CallInfo.BBS file
- CT - WWIV Chain.Txt file
- DS - Door.Sys file
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- For example:
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- C> IMPERIUM D:\PCB14\ 14 <-- Get PCBoard.Sys version 14 from D:\PCB14\
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- C> IMPERIUM .\ DS <-- Get Door.Sys from the current directory
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- IMPERIUM can be run in local mode, by entering:
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- Imperium v3.49 9 May 1991 Sysop Documentation ______________ ___________________
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- C> IMPERIUM LOCAL
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- The program will then prompt the user for his/her name.
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- The following is a copy of the batch file that we at the Castle of the
- Four Winds use to run IMPERIUM:
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- c:
- cd \doors\Imperium
- Imperium D:\Pcb14\ 14
- d:
- cd \pcb14
- board
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- Imperium v3.49 9 May 1991 Sysop Documentation ______________ ___________________
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- Midnight Event
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- IMPERIUM must be cycled every night, in order for movement counters to be
- reset, new units constructed, revolts enacted, bulletins generated, etc.
- The program that does this is called IMPCYCLE. No command line parameters
- are necessary. If the configuration file specifies that bulletins are to be
- generated then the files IMPRIUM.RPT and IMPRIUMG.RPT will be created. The
- following is an example of what to include in the EVENT.SYS file.
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- CD \Doors\Imperium
- ImpCycle
- Copy Imprium.Rpt D:\PCB14\Games\GBLT8
- Copy ImpriumG.Rpt D:\PCB14\Games\BLT8G
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- Sysop Functions
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- Function Activating Key Description
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- Snoop F-key 8 Pressing this key toggles the Sysop
- Snoop on & off. When the snoop
- is off, a screen displaying who is
- playing and how long they've been on is
- shown.
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- Eject F-key 9 Pressing this key immediately causes
- Imperium to shut down, save off all
- player files and return the user to
- the BBS.
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- Chat F-key 10 Pressing F10 causes Imperium to enter
- a full screen sysop chat mode. The sysop
- and user can type back and forth inter-
- actively. The screen does not scroll but
- rather returns to the top after the screen
- fills. To exit chat mode, press the ESC
- key, this causes Imperium to restore the
- users screen (monochromatically), and re-
- turn to whatever it was performing.
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- Imperium v3.49 9 May 1991 Sysop Documentation ______________ ___________________
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- Sysop Utilities
-
- Distributed with the Imperium door program is a sysop utility program
- called, ImpUtil. This program is a much reworked and rewritten
- version of the original ImpUtil; there are still some functions that need
- implementation but for the most part the program is complete. The user
- interface has been redone into a pulldown menu format (sorry, no mouse
- support as yet). Anyway, just about all the game data and parameters are
- modifiable through this program.
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- The menu for ImpUtil looks like the following:
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- System Players Cities Units Maps
- ~~~~~~ ~~~~~~~ ~~~~~~ ~~~~~ ~~~~
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- ImpUtil Functions
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- 1. System - All the game level system parameters are modifiable through
- this function; the submenu looks like:
- +------------+
- |Bulletin |
- |Info |
- |MaxPlayers |
- |pK Values |
- |Strat Forces|
- |Game Toggles|
- +------------+
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- ... Bulletin brings up another submenu that allows all of
- the bulletin functions to be altered.
- ... Info displays all the basic system level game parameters:
- Current day; Number of Players; Number of free cities,
- etc.
- ... MaxPlayers allows the maximum number of players allowed in
- the game to be altered.
- ... pK Values allows editing of the probability of kill
- values.
- ... Strat Forces allows the sysop to define the four warhead
- types that will be used by cruise missiles in the game.
- The parameters that are edited are:
- a) Radius of effect. Fairly obvious, this value
- specified how much territory a warhead will damage.
- This region is 'rounded' on the map, rather than
- square.
- b) Damage class. This value is the specifies the
- 'type' of warhead. There are eight classes (0..7)
- which are explicitly defined in appendix B. The
- damage gets worse from 0 (conventional) to 7
- (dirty fusion).
- c) Probability of dissipation/expansion. Only
- applicable for chemical and biological warheads.
- Chemical effects will dissipate over time.
- Biological effects will spread. This parameter
- governs how quickly.
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- ... Game Toggles allow various switches that affect the
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- Imperium v3.49 9 May 1991 Sysop Documentation ______________ ___________________
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- type of game being played to be toggled. The switches
- are as follows:
- a) Sysop Snoop. This switch toggles the sysop's
- ability to see the games being played. If the
- snoop is off then the sysop sees the same thing
- that the players do; if it is on then all the
- sysop sees is a screen that identifies the player
- and the time that the opened the door. Currently
- there are some conflicts between the sysop snoop
- and the inter-player communications, for the time
- being it is recommended that the snoop be set on.
- b) Advanced Game. This switch toggles whether or not
- the game will use just the basic terrain set
- (water, land, mountain, swamp) and basic units
- (armies, fighters, tanks, destroyers, subs,
- transports, cruisers, carriers, and battleships)
- or the advance terrain and units.
- c) Virtual World. This switch toggles on and off the
- 'edges' of the map. If the Virtual World switch
- is on then all the map edges will wrap around to
- the other side, essentially turning the world
- into a torus. If the switch is off the world will
- be rectangular plane and the players will not be
- able to move off the map edges.
- d) Active Weather. Not currently implemented.
- e) Seismic Activity. Not currently implemented.
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- Imperium v3.49 9 May 1991 Sysop Documentation ______________ ___________________
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- 2. Players - Use the arrow keys to select the empire to edit. The page
- up/down keys will also move you through each Empire after
- you have made the initial selection; the home/end keys will
- go to the first and last empires. Pressing the [E] key will
- put the program into edit mode. The Empire Name field will
- be highlighted initially; use the up/down arrows to move
- between this field and the Player Name. Press Enter to change
- the names. To edit the units press the [Tab] key after
- entering edit mode, use the up & down arrows to select the
- unit to edit and press [E] again to change characteristics of
- the unit or press [A] to add a new unit to the players forces.
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- 3. Cities - The city editor submenu looks like the following:
- +----------+
- |Empire |
- |Goto |
- |Name |
- |Production|
- +----------+
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- ... Empire allows the sysop to selectively edit only the
- cities of a given Empire.
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- ... Goto a specific city (number) and start editing from
- there.
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- ... Name will ask and search for a specified city name.
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- ... Production allows the sysop to selectively edit only the
- cities that are producing the specified unit.
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- 4. Units - The unit type editor submenu looks like this:
- +--------------------+
- |Unit Characteristics|
- |Terrain Table |
- +--------------------+
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- ... Unit Charactertics: All of the general cost and movement
- values for each unit class are editable through this
- function. Use the arrow keys to move from unit type to
- unit type and from field to field. Press + or - to alter
- the values.
- ... Terrain Table: This function allows the sysop to control
- what types of terrain each unit type can enter, in future
- versions it will reflect the 'number of moves' crossing
- each terrain type will take. At the moment a non-zero
- value means that a unit can enter the terrain, a 0 means
- that the terrain is not enterable. In this way tanks can
- be restricted from entering forests or jungles, armies
- could be made to walk on water, and all sorts of fun
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- Imperium v3.49 9 May 1991 Sysop Documentation ______________ ___________________
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- 5. Maps - This menu combines the old map view function with the long
- awaited and almost fully functional map editor!
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- +------+
- | View | >>-----> +------------+
- | Edit | | Master |
- +------+ | Empire |
- | Production |
- | Forces |
- +------------+
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- ... The view function brings up a really sharp high-res
- graphics view (EGA/VGA) of the map type selected. All the
- functions display the master map, with the lower three
- overlaying a view of either the empire's map, what the
- cities are producing, or the forces currently out there.
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- ... The edit function brings up a full screen map editor that
- works very much like the normal Imperium edit function.
- All the terrain is editable, but the cities are fixed.
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- Imperium v3.49 9 May 1991 Sysop Documentation ______________ ___________________
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- Known Bugs & Anomalies
-
- [*] The non-fossil communication routines do not properly handle locked baud
- rates. Always make certain that a fossil driver is loaded before running
- Imperium with a locked baud.
- [*] Submerged subs become temporarily visible during results when
- neighboring a unit that sees someone else approach.
- [*] ABM's will apparently sight incoming missiles as they come in range.
- Not certain if this is a bug or undocumented feature. The results
- summary will show sometime show strange things.
- [*] Documentation is incompletely updated. Most especially, Config file
- appendix hasn't been updated.
- [*] Satellites haven't been properly implemented yet and should be disabled
- by setting their production times to 0.
- [*] Use of the sysop snoop screen will make interplayer communications
- unworkable.
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- Imperium v3.49 9 May 1991 Sysop Documentation ______________ ___________________
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- Credits
-
- The IMPERIUM program was written in Turbo Pascal 6.0 by Christopher King
- under the auspices of Search IV. The program has been alpha & beta tested
- on the Castle of the Four Winds BBS in Diamond Bar, Ca and all requests for
- support and registration of this program should be directed to:
-
- Search IV
- attn: Christopher King
- 2215-1 Dublin Lane
- Diamond Bar, Ca 91765
-
- or electronic mail can be left on
-
- Castle of the Four Winds
- (714) 860-3213
-
- RBBS Net 8:911/202
- FIDO Net 1:103/315
- V-Net 45:512/102
-
- or on CompuServe to ID:
- 74017, 1665
-
- Expect a 1-2 week delay on Compuserve Communications.
- The online costs have driven us down to about
- two to three times online a month.
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- Imperium v3.49 9 May 1991 Sysop Documentation ______________ ___________________
-
-
- Closing Kudos
-
- Many thanks to the following people:
-
- Mike Bandoian, for putting in half the thought, effort, and programming
- time to make this new version into a reality.
-
- Carl Evans, Sysop of the Warboard, for his feedback and tolerance of a
- novice door writer.
-
- Frank Koenig, for giving me the push to actually write the program.
-
- Jim Beveridge, for giving me a lot of valuable feedback and background
- info on the original game of Empire.
-
- Kevin Porter, for writing the fossil interface and supplying suggestions
- and improvements for higher performance machines. And for providing me with
- a lot of help in tracking down the vicious memory mites and range worms.
-
- Tom Hazel, for allowing me to use his sorting algorithm to greatly improve
- the speed of the unit sorts.
-
- Michael Williams for a lot of help with improving the code logic to improve
- the execution speed and keep down the executable size.
-
- Rob Teoh, Wayne Shaw, Shelby & Tracy Noonan, and Gary Bush for all the
- suggestions on ways to improve the game, the user interface, and just
- about everything else.
-
- The residents of the Castle of the Four Winds for their extreme
- tolerance during the alpha & beta testing of the door; for putting
- up with all those unfinished games.
-
- And most especially, extreme thanks are due to Sheila King for all
- the help, support, and Mountain Dew that it took to put this all
- together.
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- - 16 -
-
-
-
- Imperium v3.49 9 May 1991 Sysop Documentation ______________ ___________________
-
-
- Appendix A
-
- Imperium Configuration File
-
- The sysop has the power to alter the IMPERIUM configuration file,
- Imperium.Cfg. This file controls a large number of key factors to the
- game, including:
-
- [*] Maximum number of players. How many people can
- participate in the game at any given time. Defaults to 15,
- but for sysops with more memory constrained systems the
- number of players can be set lower.
-
- [*] Bulletin report generation. How much information is displayed
- by the report, how it is to be ranked, and whether or not a
- color report is to be generated.
-
- [*] Probability of Kill (pK) vaplues. What percent chance of
- failure does an army have when attacking an unowned city, an
- enemy city, or do units have when attacking enemy units.
-
- [*] How far can each type of unit can move in one day. How many
- days does it take to build each type of unit. How much damage
- can each unit take, and how much damage it can give.
-
- The configuration file is a sequential ascii text file that can be
- modified with any standard text editor. The format of the file is of
- critical importance. It is recommended that any changes be made to a
- copy of the file that comes with the IMPERIUM archive. In the event
- that this file is not in the archive or that is somehow was damaged or
- destroyed. The IMPERIUM.CFG file format is as follows.
-
- Lines 1- 5 : Header information, non-critical.
-
- Line 6 : Maximum number of players allowed in the game
- Line 7 : Initial number of cities on the map
- Line 8 : Sysop Snoop Default
-
- Line 9 : blank delimiter line
-
- Lines 10-16 : Bulletin generator controls
- Line 10 : Bulletin On (1) / Off (0)
- Line 11 : Bulletin Ranking by Cities (1) by Forces (2) by Score (3)
- Line 12 : Display users name: Yes (1) / No (0)
- Line 13 : Display total cities : Yes (1) / No (0)
- Line 14 : Display total forces : Specific (2) / General (1) / No (0)
- Line 15 : Display score : Yes (1) / No (0)
- Line 16 : Generate color report: Yes (1) / No (0)
-
- Lines 17-19 : pK information
- Line 17 : percent chance of failure of an attack on an enemy city
- Line 18 : percent chance of failure of an attack on a free city
- Line 19 : percent chance of failure of a force on force attack
-
- Line 20 : blank delimiter line
-
-
- - 17 -
-
-
-
- Imperium v3.49 9 May 1991 Sysop Documentation ______________ ___________________
-
-
- Lines 21-32 : Number of each type of unit that players start with
- Line 21 : Starting number of Armies
- Line 22 : Starting number of Fighters
- Line 23 : Starting number of Tanks
- Line 24 : Starting number of Destroyers **Use with Caution**
- Line 25 : Starting number of Submarines **Use with Caution**
- Line 26 : Starting number of Troop Transports **Use with Caution**
- Line 27 : Starting number of Cruisers **Use with Caution**
- Line 28 : Starting number of Aircraft Carriers **Use with Caution**
- Line 29 : Starting number of Battleships **Use with Caution**
- Line 30 : Starting number of Cruise Missiles
- Line 31 : Starting number of Engineers
- Line 32 : Starting number of Dredges
-
- Line 33 : blank delimiter line
-
- Lines 34-38 : Unit Configuration: Army
- Line 34 : Max moves per day
- Line 35 : Max hits per army
- Line 36 : Number of Armies (and days) it takes to build a city.
- Line 37 : Construction cost (in days)
- Line 38 : Amount of damage an army does per hit.
-
- Line 39 : blank delimiter line
-
- Lines 40-44 : Unit Configuration: Fighter
- Line 40 : Max moves per day
- Line 41 : Max hits per Fighter
- Line 42 : Max Range
- Line 43 : Construction cost (in days)
- Line 44 : Amount of damage a fighter does per hit.
-
- Line 45 : blank delimiter line
-
- Lines 46-50 : Unit Configuration: Tank
- Line 46 : Max moves per day
- Line 47 : Max hits per Tank
- Line 48 : 0
- Line 49 : Construction cost (in days)
- Line 50 : Amount of damage a tank does per hit.
-
- Line 51 : blank delimiter line
-
- Lines 52-56 : Unit Configuration: Destroyer
- Line 52 : Max moves per day
- Line 53 : Max hits per Destroyer
- Line 54 : 0
- Line 55 : Construction cost (in days)
- Line 56 : Amount of damage a Destroyer does per hit.
-
- Line 57 : blank delimiter line
-
-
-
-
-
-
- - 18 -
-
-
-
- Imperium v3.49 9 May 1991 Sysop Documentation ______________ ___________________
-
-
- Lines 58-62 : Unit Configuration: Submarine
- Line 58 : Max moves per day
- Line 59 : Max hits per Sub
- Line 60 : 0
- Line 61 : Construction cost (in days)
- Line 62 : Amount of damage a Submarine does per hit.
-
- Line 63 : blank delimiter line
-
- Lines 64-68 : Unit Configuration: Troop Transport
- Line 64 : Max moves per day
- Line 65 : Max hits per Transport
- Line 66 : Maximum number of armies that can be carried
- Line 67 : Construction cost (in days)
- Line 68 : Amount of damage a Transport does per hit.
-
- Line 69 : blank delimiter line
-
- Lines 70-74 : Unit Configuration: Cruiser
- Line 70 : Max moves per day
- Line 71 : Max hits per Cruiser
- Line 72 : 0
- Line 73 : Construction cost (in days)
- Line 74 : Amount of damage a Cruiser does per hit.
-
- Line 75 : blank delimiter line
-
- Lines 76-80 : Unit Configuration: Aircraft Carrier
- Line 76 : Max moves per day
- Line 77 : Max hits per Carrier
- Line 78 : Maximum aircraft that can be carried
- Line 79 : Construction cost (in days)
- Line 80 : Amount of damage a Carrier does per hit.
-
- Line 81 : blank delimiter line
-
- Lines 82-86 : Unit Configuration: Battleship
- Line 82 : Max moves per day
- Line 83 : Max hits per Battleship
- Line 84 : Maximum aircraft that can be carried
- Line 85 : Construction cost (in days)
- Line 86 : Amount of damage a Battleship does per hit.
-
- Line 87 : blank delimiter line
-
- Lines 88-92 : Unit Configuration: Cruise Missile
- Line 88 : Max moves per day
- Line 89 : Max hits per Missile
- Line 90 : Max flight range without refueling
- Line 91 : Construction cost (in days)
- Line 92 : Amount of damage a conventional warhead does
-
- Line 93 : blank delimiter line
-
-
-
-
- - 19 -
-
-
-
- Imperium v3.49 9 May 1991 Sysop Documentation ______________ ___________________
-
-
- Lines 94-98 : Unit Configuration: Engineer
- Line 94 : Max moves per day
- Line 95 : Max hits per Engineer
- Line 96 : Number of days it takes to carve a pass/ford.
- Line 97 : Construction cost (in days)
- Line 98 : Amount of damage a Engineer does per hit.
-
- Line 99 : blank delimiter line
-
- Lines100-104: Unit Configuration: Dredge
- Line 100 : Max moves per day
- Line 101 : Max hits per Dredge
- Line 102 : Number of days it takes to cut a channel
- Line 103 : Construction cost (in days)
- Line 104 : Amount of damage a Dredge does per hit.
-
- Line 105 : blank delimiter line
-
- Lines106-108: Class I Warhead Configuration
- Line 106 : Radius of Effect
- Line 107 : Type of warhead
- Line 108 : Expansion/Dissipation Rate
-
- Line 109 : blank delimiter line
-
- Lines110-112: Class II Warhead Configuration
- Line 110 : Radius of Effect
- Line 111 : Type of warhead
- Line 112 : Expansion/Dissipation Rate
-
- Line 113 : blank delimiter line
-
- Lines114-116: Class III Warhead Configuration
- Line 114 : Radius of Effect
- Line 115 : Type of warhead
- Line 116 : Expansion/Dissipation Rate
-
- Line 117 : blank delimiter line
-
- Lines118-120: Class IV Warhead Configuration
- Line 118 : Radius of Effect
- Line 119 : Type of warhead
- Line 120 : Expansion/Dissipation Rate
-
- Line 121 : blank delimiter line
-
-
-
-
-
-
-
-
-
-
-
-
- - 20 -
-
-
-
- Imperium v3.49 9 May 1991 Sysop Documentation ______________ ___________________
-
-
-
- Appendix B
-
- Warhead Types:
-
- Damage Class Type Description
- ~~~~~~~~~~~~ ~~~~ ~~~~~~~~~~~
- 0 Conventional Cities and terrain are unaffected, units
- are damaged/destroyed according to the
- strength of the cruise missile unit.
- Only units at the impact location are
- affected
-
- 1 Neutron Bomb Cities revert to unowned. Terrain is un-
- changed. All units within the radius are
- destroyed.
-
- 2 Nerve Gas Cities revert to unowned. Terrain is
- contaminated. All units in area are
- killed. Units entering the area are
- damaged.
-
- 3 Simple Bio Cities revert to unowned. Terrain is
- contaminated. All units in area die.
- Units entering the area are damaged,
- units that leave the area spread the
- contamination.
-
- 4 Clean Fusion Cities are destroyed. Territory remains
- unchanged. All units in area annihi-
- lated.
-
- 5 Toxic Waste Cities are destroyed. Territory is more
- heavily contaminated. Units in area are
- destroyed. Units entering area are
- damaged.
-
- 6 Complex Bio Cities are destroyed. Territory is con-
- taminated. All units in area die. Units
- entering the area are damaged, units
- that leave the area spread the
- contamination.
-
- 7 Dirty Fission Cities are destroyed. Territory is laid
- to waste. All units in area die. Units
- entering area die. The effects are perm-
- anent.
-
-
-
-
-
-
-
-
-
-
- - 21 -
- Appendix B (continued)
-
-
- How to Set the Expansion/Dissipation Rates
- ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
-
- For the gas & bio warhead classes another field in the configuration
- file comes into play, the Expansion/Dissipation rate. This value which
- can range from 0 to 100 will control how quickly gas clouds will dissipate
- and how quickly plagues will spread. Generally, a value of 0 will cause
- the secondary effects to clear up by the next day, while a value of 100
- would cause the effects to either not dissipate at all or expand very
- rapidly. The following list will give a feel for how various rates will
- work:
-
- Rate Gas Warhead Bio Warhead
- ~~~~ ~~~~~~~~~~~ ~~~~~~~~~~~
- 0 Dissipates completely Dissipates completely
- by next day. within two days.
-
- 25 Dissipates at about 2 Dissipates at about 1
- radii units per day. radius unit per day.
-
- 50 Dissipates at about 1 Doesn't dissipate or
- radius unit per day. grow at all.
-
- 75 Dissipates at about 1 Grows at about 1
- radius unit per 2 days. radius unit per 2 days
-
- 100 Doesn't dissipate at Grows at about 1
- all. radius unit per day.
-
-
- Appendix C
-
- Error Log File (and what the numbers mean):
-
- Error No. Error
- ~~~~~~~~~ ~~~~~
- 1 - 99 Turbo Pascal DOS Error. Please report error & address.
- 100 - 149 Turbo Pascal I/O Error. Please report error & address.
- 150 - 199 Turbo Pascal Critical Error. Please report...
- 200 - 255 Turbo Pascal Fatal Error. Please report...
-
- 500 - 599 Miscellaneous Imperium errors.
- 500 - Lost City
- 501 - No name in PCBoard.Sys
- 502 - Unrecognized PCBoard version
- 503 - Problem with build city routine
-
- 700 - 799 Imperium Communication Errors/Aborts
- 700 - No carrier 750 - No carrier (fossil)
- 701 - Unable to open port 751 - Unable to init (fossil)
- 702 - Invalid port no. 752 - Invalid port # (fossil)
- 703 - Invalid baud rate 753 - Invalid baud (fossil)
- 704 - Invalid parity 754 - Invalid parity (fossil)
-
- 800 - 899 Imperium File Errors
- 800 - No Key file 850 - No Extern map (init)
- 801 - No Sys file 851 - Insuff cities on map
- 802 - No Player file (init)
- 803 - No Master map
- 804 - No PCBoard.Sys file
- 825 - No Player file (cycle)
-
- 900 - 999 Imperium General Aborts
- 999 - Leave without entering game
- 998 - Game full
- 997 - Sysop eject
- 996 - KB timeout
- 995 - Max Time exceeded
- 994 - Player suicide
- 993 - Illegally modified key file
-
- Appendix D
-
- Imperium Order Form ___________________
-
-
- Name:_____________________________________________________________________ ____________________________________________________________________
-
- Mailing Address
- Street :___________________________________________________________ ___________________________________________________________
-
- City :___________________________________________________________ __________________________________________________________
-
- State/Zip Code:___________________________________________________________ __________________________________________________________
-
- Country :___________________________________________________________ __________________________________________________________
-
- Voice Number (optional):__________________________________________________ _________________________________________________
-
-
- BBS Name:_________________________________________________________________ _________________________________________________________________
-
- BBS Number (optional):____________________________________________________ ____________________________________________________
-
- Are you a member of a BBS Network (FIDO,Hyperlink,Internet,etc)?__________ _________
-
- If so, what network and what is your BBS Address:_________________________ _________________________
-
- __________________________________________________________________________ _________________________________________________________________________
-
-
- System Info: (this is to aid us in supporting you, should problems arise)
-
- CPU Type (XT/286/386/486):______________________________________________ _____________________________________________
-
- System Speed (12Mhz,etc) :______________________________________________ _____________________________________________
-
- Total System RAM :______________________________________________ _____________________________________________
-
- RAM available for Doors :______________________________________________ _____________________________________________
-
- Max Baud Rate (2400,etc) :______________________________________________ _____________________________________________
-
- Do you "Lock" the baud rate higher?________ (if so, at what?)___________ _________ __________
-
- Hard Disk Size (20MB,40MB) :____________________________________________ ___________________________________________
-
- Monitor Type (Mono,CGA,etc):____________________________________________ ___________________________________________
-
-
-
- Imperium Door Game: ($20.00 US) $________
-
- One year full support & support conference access: ($10.00 US) $________
-
- Total: $________
-
-
-
-
-
-
- Index _____
-
- Baud Rates 7
- Bulletin Files 9, 10, 17
- Credits 15
- Cycling Imperium 9
- Disclaimer 2
- Distribution media 2
- EMail Addresses
- CompuServe 15
- FIDO Net 15
- RBBS Net 15
- V-Net 15
- Error Log File (Imp-Err.Log) 23
- Fossils 7
- Game Initialization 3
- Game Toggles 11
- Active Weather 11
- Advanced Game 11
- Seismic Activity 11
- Sysop Snoop 11
- Virtual World 11
- ImpCycle 9
- Imperium.Cfg 3, 17
- ImpInit 3
- Command Line Options 4
- /D (Deserts) 5
- /E (External Map File) 5
- /F (Forests) 5
- /G (Graphics On) 4
- /I (Ice cap percentage) 5
- /J (Jungles) 5
- /L (Land Percentage) 4
- /M (Mountains) 4
- /R (Rivers) 4
- /S (Swamps) 4
- /X (Max Land Radius) 5
- /Y (Min Land Radius) 5
- Samples 6
- External Map Files 6
- Files created 3
- Required files 3
- ImpUtil 10
- Cities Functions 12
- Maps Functions 13
- Players Functions 12
- System Functions 10
- Units Functions 12
- IMPvvv 7
- Installation 3
- Known Bugs & Anomalies 14
- Kudos 16
- Map editor 13
- MaxPlayers 10
-
-
-
-
-
-
- Order Form 24
- PK information 17
- PK Values 10
- Registration 2
- Key File
- Downloading 2
- File Request/Send 2
- US Mail 2
- Running Imperium 7
- Batch File 8
- BBS Control Files
- CallInfo.BBS 7
- Chain.Txt 7
- Door.Sys 7
- PCBoard.Sys v12.xx 7
- PCBoard.Sys v14.xx 7
- Command Line Parameters 7
- Hardware Requirements 7
- Local Mode 7
- Midnight Event 9
- Starting Units 18
- Strategic Forces 10
- Damage class 10
- Probability of dissipation/expansion 10
- Radius of effect 10
- Support 2
- Sysop Functions 9
- Chat 9
- Player Eject 9
- Snoop (on/off) 9
- Sysop Utilities 10
- Unit Configuration
- Aircraft Carrier 19
- Army 18
- Battleship 19
- Cruise Missile 19
- Cruiser 19
- Destroyer 18
- Dredge 20
- Engineer 20
- Fighter 18
- Submarine 19
- Tank 18
- Troop Transport 19
- Updates 2
- Warhead Configuration 20
- Warhead Types 21
- Clean Fusion 21
- Complex Bio 21
- Conventional 21
- Dirty Fission 21
- Nerve Gas 21
- Neutron Bomb 21
- Simple Bio 21
-
-
-
-
-
-
- Toxic Waste 21
- Warranties 2