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- @echo off
- echo TANKS! README.TXT
- echo Created May 14 1994
- echo Updated Aug 16 1994
- echo
- echo This file contains information not available at the
- echo time that the game manual was printed.
- echo
- echo COMMAND LINE PARAMETERS
- echo
- echo TANKS! will accept several command line parameters.
- echo Ordinarily you won't have to worry about this, but they can
- echo be handy under certain special circumstances.
- echo
- echo DEBUG : Enables a special game error checking and
- echo data recording mode that should only be used at SSI's
- echo request.
- echo
- echo FM : Forces the game to use FM sounds if your sound
- echo card supports them, even if your sound card normally plays
- echo digitized sounds. This will free up about 20K of
- echo conventional memory for use by TSR's, etc.
- echo
- echo MONO : Forces monaural sound on stereo capable
- pause
- echo sound cards. Use this if you don't care for the stereo
- echo effects. Other than balancing the sound volume from both
- echo speakers, there is no detrimental effect on sound quality.
- echo
- echo QUICK : Disables the time delays built into the
- echo combat results reports. Using this will speed up the game
- echo considerably, but you will have to check the results of
- echo combat manually by examining the units involved after the
- echo combat.
- echo
- echo QUIET : Turns off the intro music only.
- echo
- echo VANILLAMOUSE : Some obsolete mouse drivers may
- echo have problems with the game. If you encounter graphics
- echo "glitches" around the edge of the map try using this
- echo parameter until you can update your mouse driver software.
- echo Using this parameter fixes the shape of the mouse to an
- echo arrowhead and decreases mouse sensitivity in some areas.
- echo
- echo If you decide to use one or more of these commands,
- echo you just type them after the word TANKS but before you
- echo hit the *Enter* key.
- echo
- pause
- echo Example: Typing "TANKS FM VANILLAMOUSE *Enter*"
- echo would start the game with the fixed mouse cursor and fm
- echo sounds only.
- echo
- echo PLAY MENU
- echo Addition:
- echo
- echo The "Show All Visible" item controls display of
- echo map graphics indicating which hexes can be seen, or have
- echo been spotted by the current player. Visible hexes are
- echo indicated by a crosshair graphic. The ownership of each
- echo visible hex is indicated by the color of the crosshair.
- echo
- echo "RANDOM" ORDERS OF BATTLE
- echo Clarification:
- echo
- echo TANKS! automatically creates orders of battle when
- echo it makes random scenarios and when you use the random forces
- echo button in the editor. These orders of battle aren't really
- echo "random". They are based on real unit organizations for
- echo each force represented in the game. Equipment assignments
- echo are heavily influenced by the historical overall mobility of
- echo the force. Low mobility forces tend to have lots of
- pause
- echo dismounted infantry. High mobility forces tend to have lots
- echo of tanks and mechanized support. If you wish, you can
- echo override historical force mobilities with the mobility
- echo buttons that pop up during random scenario and OOB creation.
- echo
- echo When you ask the program to create a random
- echo scenario, you will be asked to choose tiny, small, medium,
- echo or large forces for each side. These correspond roughly to
- echo 10, 30, 60, or 90 units per side. But in order to balance
- echo the scenario, the force sizes you request may be modified.
- echo This is particularly likely if you select forces with very
- echo different levels of technology or quality. For example, if
- echo you request a "tiny" random battle between 1918 Germans and
- echo 1991 Americans, the scenario balancing routine will probably
- echo create a very large German force.
- echo
- echo COMMAND RULES
- echo Addition:
- echo
- echo Formations with control ratings lower than 7 are
- echo more susceptible to forced "reorganization" (and loss of a
- echo turn) than those with higher control ratings. This
- echo reflects the relative scarcity of communications equipment
- pause
- echo and rigidity of command structure in forces with low
- echo control ratings: 1940 French, Italians, Chinese, Iraqis,
- echo pre '67 Soviets, and all 1918 armies.
- echo
- echo MOVING YOUR UNITS
- echo Addition:
- echo
- echo Any unit with a non-zero movement rate, which has
- echo not already moved this turn, can always move at least one
- echo hex regardless of movement cost.
- echo
- echo Unarmed units will not launch close assaults. In
- echo order to be considered "armed", the unit must have at least
- echo one weapon mounted on its "top" equipment type. Out of
- echo ammo units will be allowed to assault, but their chance of
- echo success is small.
- echo
- echo DIRECT FIRE
- echo Additions:
- echo
- echo If the target unit is in a fort hex, there is a
- echo 40% chance that any direct fire shot will miss.
- echo
- pause
- echo If the target is in a depression hex, there is a
- echo 10% chance that any direct fire shot will miss.
- echo
- echo Parent formation morale and control ratings affect
- echo the accuracy of a unit's fire. Units belonging to
- echo formations with poor morale and control ratings will not
- echo hit their targets as often as units belonging to higher
- echo quality formations.
- echo
- echo Change:
- echo
- echo When firing at a unit composed of an armed
- echo transport and some other type of equipment, the transport
- echo will always be shot at first. Your units will only fire on
- echo unarmed transports if they (the transports) are the top
- echo equipment type in the target unit.
- echo
- echo INDIRECT FIRE
- echo Addition:
- echo
- echo In addition to unspotted intersection, town, and
- echo village hexes, you can shoot indirect fire into unspotted
- echo bridge hexes. A bridge hex is any hex containing a road
- pause
- echo and a stream or river.
- echo
- echo SMOKE FIRE
- echo Addition:
- echo
- echo The program won't allow you to order smoke fire
- echo into a hex that already contains smoke.
- echo
- echo AMMUNITION
- echo Addition:
- echo
- echo Most units will eventually run low on ammo if they
- echo fire their weapons. Infantry and artillery units with
- echo transports (trucks or whatever) will be less likely to run
- echo low on ammo as long as the transports are not destroyed.
- echo
- echo SCENARIO ENVIRONMENTAL EFFECTS
- echo Addition:
- echo
- echo Wind has the following effects:
- echo
- echo If there is no wind, smoke can be created during
- echo combat and it will tend to linger in the smoked hex for
- pause
- echo several turns.
- echo
- echo If winds are light, smoke can be created during
- echo combat and it will tend to drift with the wind from turn to
- echo turn.
- echo
- echo If winds are strong, smoke will not be created. If
- echo the scenario is set in the arid tileset and there is no
- echo precipitation much of the map will be obscured by blowing
- echo sand. If the scenario is set in the frozen tileset much of
- echo the map will be obscured by blowing snow. Patterns of
- echo blowing sand and snow will change from turn to turn.
- echo
- echo BATTLEFIELD RESUPPLY
- echo Addition:
- echo
- echo Helicopter units are never eligible for battlefield
- echo resupply. Once they run out of ammo, they stay that way.
- echo
- echo CAMPAIGNS
- echo Addition:
- echo
- echo Whenever you start a new game without using the
- pause
- echo "Start next scenario in campaign" option, you are beginning
- echo a new campaign. Any old campaign will be lost.
- echo
- echo If you re-start a saved game from any file other
- echo than CAMPAIGN, any current campaign may be lost. The
- echo CAMPAIGN file contains the latest information on your
- echo campaign. Earlier saved games may not contain the
- echo information necessary to continue the campaign.
- echo
- echo Remember, the game automatically saves your game
- echo as file CAMPAIGN whenever you exit to DOS. You don't need
- echo to manually save games.
- echo
- echo Technical information:
- echo
- echo The campaign information is stored in the files
- echo CAMPAIGN.SAV, LASTGAME.DAT and CAMPAIGN.DAT in the scenario
- echo directory. If you want to permanently save a campaign, or
- echo send it to a friend, just copy these three files. To
- echo restore the campaign, re copy these files into the scenario
- echo directory. LASTGAME.DAT will only be present if you are
- echo between games in the campaign.
- echo
- pause
- echo EDITOR-DRAWING THE MAP
- echo Clarification:
- echo
- echo When you use the auto-fill tool, it will fill the
- echo map until a boundary of the same general type of tile is
- echo reached. If you don't draw a complete (no gaps) outline
- echo using the fill tile type before using the auto-fill tool,
- echo you may fill the entire map with the fill tile. Boundaries
- echo of other tile types will have no limiting effect on
- echo auto-fill.
- echo
- echo EDITOR-CREATE THE ORDER OF BATTLE
- echo Addition:
- echo
- echo As you create a formation with the order of battle
- echo editor, the program will create a formation name based on
- echo the types and numbers of units assigned to the formation.
- echo You can override the automatic formation name by clicking
- echo on the "Rename" button in the upper right corner of the
- echo current formation box. Your formation names are limited
- echo to 12 characters (11 for the tenth and subsequent
- echo formations).
- echo
- pause
- echo SCENARIO DESCRIPTIONS
- echo New rules section:
- echo
- echo A short scenario description may appear when you
- echo select a scenario for play. These scenario descriptions are
- echo stored in the form of small ASCII (text) files in the
- echo SCENARIO
- echo directory.
- echo
- echo If you wish to write a description for a scenario,
- echo you must follow these guidelines:
- echo
- echo 1) Use a text editor capable of saving text in ASCII
- echo form. The MS-DOS editor will do the job, as will most word
- echo processors.
- echo
- echo 2) A description can have a maximum of 14 lines.
- echo Each line can have no more than 36 characters. If you
- echo violate these limits, you may see strange results in your
- echo file description within the game.
- echo
- echo 3) The name of your description file must be based
- echo on the name of the scenario you wish to describe. If your
- pause
- echo scenario is named "MYGAME.SCE", your description must be
- echo named "MYGAME.TXT".
- echo
- echo 4) Your description file must be in the SCENARIO
- echo directory.
- echo
- echo 5) A sample description file (SAMPLE.TXT) is
- echo included in the SCENARIO directory. This can be used as a
- echo template for your scenario description files. You can also
- echo examine any of the *.TXT files already in the directory, but
- echo please do not modify them.
- echo
- echo
- echo RULEBOOK MISTAKES
- echo
- echo *Page 38, second bullet statement
- echo
- echo Delete
- echo
- echo "...that has slight, hidden effects for these values"
- echo
- echo There are NO "hidden" effects.
- echo
- pause
- echo
- echo *Page 41, Fixed Objective Values, last sentence.
- echo
- echo Replace
- echo
- echo "... using the manual objective value set button ..."
- echo
- echo with
- echo
- echo "... using the Objective Value button ...".
- echo
- echo *Page 43, Direct Fire Kill Probability vs. Armored Targets.
- echo
- echo The armor penetration calculation used in the game is
- echo actually a bit more sophisticated than that described
- echo in the rulebook.
- echo
- echo Replace
- echo
- echo "If the hit is...from one to five." (First sentence)
- echo
- echo with
- echo
- pause
- echo "If the hit is from a weapon with a hard attack rating,
- echo the target is killed if the hard attack rating of the
- echo firing weapon is greater than or equal to a random
- echo number from 0.75 times the armor rating of the target
- echo to 1.25 times the armor rating of the target. For
- echo example, a hit from a weapon with a hard attack rating
- echo of 15 would have the following chances to kill an
- echo enemy armored vehicle:
- echo
- echo Armor Chance
- echo
- echo 0...12 100%
- echo 13 78%
- echo 14 67%
- echo 15 56%
- echo 16 44%
- echo 17 36%
- echo 18 27%
- echo 19 18%
- echo 20 9%
- echo 21 8%
- echo 22... 0%"
- echo
- pause
- echo Appendix D - Equipment Description Table (Addition)
- echo
- echo Equipment Primary Weapon Secondary Weapon
- echo . . . FrontArmor
- echo . . . . SideArmor
- echo . . . . . Speed
- echo . . . . . . Special
- echo
- echo T-80 125mmATl HMG 37 9 22 NV SP WF SM
- echo
- echo Appendix H - Historical Forces (Addition)
- echo
- echo By popular demand, a new historical period has been
- echo added to the game database. Its all pretty self explanatory.
- echo The British, French, and Americans are similar to the forces
- echo used in 1991- with the inclusion of some older equipment not
- echo shipped to the Persian Gulf. The Russians and Ex-Pact can be
- echo used to create Russian civil war or Eastern European
- echo scenarios.
- echo
- echo 13. Tomorrow...
- echo
- echo British force characteristics:
- pause
- echo morale: 9, control: 9, supply: 9.
- echo air assets: Heavy jet/full player control.
- echo
- echo Available British units:
- echo Tank Plt: 3 x Challenger.
- echo Recce Plt: 8 x Scorpion.
- echo Recce Sec: 2 x Scorpion.
- echo Recce Plt: 8 x Scimitar.
- echo Recce Plt: 4 x Ferret Armd Car.
- echo AT Plt: 3 x Striker.
- echo AT Plt: 6 x Milan ATGM, 6 x FV432 APC.
- echo Gun Bty: 6 x 105mm Gun, 6 x Truck.
- echo Gun Bty: 6 x 155mm Gun, 6 x Truck.
- echo Gun Bty: 6 x M109 SP Gun.
- echo Gun Bty: 6 x M110 SP Gun.
- echo MRL Bty: 9 x MLRS.
- echo Mortar Bty: 8 x FV432/81Mr.
- echo Mortar Bty: 6 x 81mm Mortar, 6 x Truck.
- echo Gunship Sc: 2 x Lynx AH1.
- echo Inf Plt: 3 x Assault/B Squad, 3 x FV432 APC.
- echo Inf Plt: 3 x Assault/B Squad, 3 x Warrior IFV.
- echo
- echo French force characteristics:
- pause
- echo morale: 9, control: 9, supply: 9.
- echo air assets: Heavy jet/full player control.
- echo
- echo Available French units:
- echo Tank Plt: 3 x AMX-30.
- echo Tank Plt: 3 x AMX-30B2.
- echo Recce Plt: 3 x ERC-90.
- echo Recce Plt: 3 x AML-90.
- echo Recce Plt: 3 x AMX-10RC.
- echo Recce Plt: 3 x VAB APC.
- echo Recce Plt: 4 x Jeep.
- echo ATGM Bty: 2 x Milan ATGM, 2 x VAB APC.
- echo AA Bty: 2 x 20mm DP Gun, 2 x VAB APC.
- echo Gun Bty: 6 x 105mm Gun, 6 x Truck.
- echo Gun Bty: 6 x 155mm Gun, 6 x Truck.
- echo Mortar Sec: 2 x 81mm Mortar, 2 x VAB APC.
- echo Mortar Bty: 6 x 120mm Mortar, 6 x VAB APC.
- echo Inf Plt: 3 x Assault/R Squad, 3 x VAB APC.
- echo Inf Plt: 3 x Assault/R Squad, 3 x AMX-10 APC.
- echo
- echo American force characteristics:
- echo morale: 9, control: 9, supply: 9.
- echo air assets: Heavy jet/full player control.
- pause
- echo
- echo Available American units:
- echo Tank Plt: 4 x M1A1 Abrams.
- echo Tank Plt: 4 x M60A1.
- echo Tank Plt: 4 x M60A3.
- echo Tank Plt: 4 x M551 Sheridan.
- echo Recce Plt: 6 x M3 Bradley IFV.
- echo Recce Sec: 2 x M998 Humvee.
- echo AT Plt: 4 x M901-ITV.
- echo AA Plt: 4 x M163 SP AA.
- echo Gun Bty: 8 x M109 SP Gun.
- echo Gun Bty: 6 x M110 SP Gun.
- echo Gun Bty: 6 x 105mm Gun, 6 x Truck.
- echo Gun Bty: 6 x 155mm Gun, 6 x Truck.
- echo MRL Bty: 9 x MLRS.
- echo Mortar Sec: 2 x M125 SP Mortar.
- echo Mortar Bty: 6 x M125 SP Mortar.
- echo Gunship Sc: 2 x AH-1 Cobra, 1 x OH-58 Kiowa.
- echo Gunship Sc: 2 x AH-64 Apache, 1 x OH-58 Kiowa.
- echo AB Inf Plt: 3 x UH-60 Blackhawk, 3 x Assault/A Squad.
- echo AB Mtr Bty: 4 x UH-60 Blackhawk, 4 x 81mm Mortar.
- echo Inf Plt: 4 x Assault/A Squad, 4 x M2 Bradley IFV.
- echo Inf Plt: 4 x Assault Squad, 4 x M113 APC.
- pause
- echo
- echo Russian force characteristics:
- echo morale: 8, control: 8, supply: 9.
- echo air assets: Heavy jet/partial player control.
- echo
- echo Available Russian units:
- echo Tank Plt: 3 x T-55.
- echo Tank Plt: 3 x T-62.
- echo Tank Plt: 3 x T-64.
- echo Tank Plt: 3 x T-72 (early).
- echo Tank Plt: 3 x T-72 (late).
- echo Tank Plt: 3 x T-80.
- echo As Gun Plt: 3 x ASU-85.
- echo Recce Plt: 3 x PT-76.
- echo Recce Plt: 3 x BTR-40 Armd Car.
- echo Recce Plt: 3 x BRDM Armd Car.
- echo ATGM Bty: 3 x BRDM/Sagger.
- echo ATGM Bty: 2 x AT-3 Sagger, 2 x Truck.
- echo ATGM Bty: 2 x AT-4 Spigot, 2 x Truck.
- echo AT Bty: 4 x 85mm AT Gun, 4 x Truck.
- echo AT Bty: 3 x 100mm AT Gun, 3 x Truck.
- echo AT Bty: 6 x 73mm Recoilless, 6 x Truck.
- echo AA Bty: 4 x ZPU-4 AA Gun, 4 x Truck.
- pause
- echo AA Bty: 4 x ZU-23 AA Gun, 4 x Truck.
- echo AA Plt: 4 x ZSU-23/4.
- echo AA Plt: 4 x BRDM/SA-9.
- echo AA Plt: 4 x SA-13 Gopher.
- echo SP Gun Bty: 6 x 2S1 SP Gun.
- echo SP Gun Bty: 6 x 2S3 SP Gun.
- echo Gun Bty: 6 x 122mm Gun, 6 x Truck.
- echo Gun Bty: 6 x 130mm Gun, 6 x Truck.
- echo Gun Bty: 6 x 180mm Gun, 6 x Truck.
- echo Gun Bty: 6 x 152mm Field Gun, 6 x Truck.
- echo MRL Bty: 6 x BM-21 MRL.
- echo MRL Bty: 6 x BM-24 MRL.
- echo Mortar Bty: 6 x 82mm Mortar, 6 x Truck.
- echo Mortar Bty: 6 x 120mm Mortar, 6 x Truck.
- echo Inf Plt: 3 x Assault/R Squad, 3 x Truck.
- echo Inf Plt: 3 x Assault/R Squad, 3 x BTR-60 APC.
- echo Inf Plt: 3 x Assault/R Squad, 3 x BMP-1 IFV.
- echo AB Inf Plt: 3 x Mi-8 Hip, 3 x Assault/R Squad.
- echo AB Mtr Bty: 6 x Mi-8 Hip, 6 x 82mm Mortar.
- echo AB AT Bty: 2 x Mi-8 Hip, 2 x AT-3 Sagger.
- echo AB AT Sec: 2 x Mi-8 Hip, 2 x 73mm Recoilless.
- echo
- echo Ex Soviet force characteristics:
- pause
- echo morale: 8, control: 8, supply: 9.
- echo air assets: Heavy jet/partial player control.
- echo
- echo Available Ex Soviet units:
- echo Tank Plt: 3 x T-55.
- echo Tank Plt: 3 x T-62.
- echo Tank Plt: 3 x T-64.
- echo Tank Plt: 3 x T-72 (early).
- echo Tank Plt: 3 x T-72 (late).
- echo Tank Plt: 3 x T-80.
- echo As Gun Plt: 3 x ASU-85.
- echo Recce Plt: 3 x PT-76.
- echo Recce Plt: 3 x BTR-40 Armd Car.
- echo Recce Plt: 3 x BRDM Armd Car.
- echo ATGM Bty: 3 x BRDM/Sagger.
- echo ATGM Bty: 2 x AT-3 Sagger, 2 x Truck.
- echo ATGM Bty: 2 x AT-4 Spigot, 2 x Truck.
- echo AT Bty: 4 x 85mm AT Gun, 4 x Truck.
- echo AT Bty: 3 x 100mm AT Gun, 3 x Truck.
- echo AT Bty: 6 x 73mm Recoilless, 6 x Truck.
- echo AA Bty: 4 x ZPU-4 AA Gun, 4 x Truck.
- echo AA Bty: 4 x ZU-23 AA Gun, 4 x Truck.
- echo AA Plt: 4 x ZSU-23/4.
- pause
- echo AA Plt: 4 x BRDM/SA-9.
- echo AA Plt: 4 x SA-13 Gopher.
- echo SP Gun Bty: 6 x 2S1 SP Gun.
- echo SP Gun Bty: 6 x 2S3 SP Gun.
- echo Gun Bty: 6 x 122mm Gun, 6 x Truck.
- echo Gun Bty: 6 x 130mm Gun, 6 x Truck.
- echo Gun Bty: 6 x 180mm Gun, 6 x Truck.
- echo Gun Bty: 6 x 152mm Field Gun, 6 x Truck.
- echo MRL Bty: 6 x BM-21 MRL.
- echo MRL Bty: 6 x BM-24 MRL.
- echo Mortar Bty: 6 x 82mm Mortar, 6 x Truck.
- echo Mortar Bty: 6 x 120mm Mortar, 6 x Truck.
- echo Inf Plt: 3 x Assault/R Squad, 3 x Truck.
- echo Inf Plt: 3 x Assault/R Squad, 3 x BTR-60 APC.
- echo Inf Plt: 3 x Assault/R Squad, 3 x BMP-1 IFV.
- echo AB Inf Plt: 3 x Mi-8 Hip, 3 x Assault/R Squad.
- echo AB Mtr Bty: 6 x Mi-8 Hip, 6 x 82mm Mortar.
- echo AB AT Bty: 2 x Mi-8 Hip, 2 x AT-3 Sagger.
- echo AB AT Sec: 2 x Mi-8 Hip, 2 x 73mm Recoilless.
- echo
- echo VERSION 1.1 NOTES
- echo
- echo The following items have been patched to create TANKS!
- pause
- echo version 1.1:
- echo
- echo 1) In version 1.0, it was possible for non-fording
- echo transports to dismount their fording capable infantry, cross
- echo a stream, and re-mount (on a later turn) in their
- echo transports. This effectively allowed infantry to carry
- echo their trucks across streams... This has been changed.
- echo Units can now only cross streams if all assigned equipment
- echo types are capable of fording.
- echo
- echo 2) The effectiveness of light artillery (especially mortars)
- echo vs. armor has been decreased.
- echo
- echo 3) There is a new menu item in the game Info menu. The
- echo "Info / Combat Time Delays" item allows players to select
- echo from a range of time delays for displaying combat results.
- echo
- echo 4) A bug which could affect spotting in two player games has
- echo been fixed.
- echo
- echo 5) A bug which allowed close assaults to continue for a very
- echo long time in rare cases has been fixed.
- echo
- pause
- echo 6) A bug which locked the game up when creating random
- echo scenarios or orders of battle with "mobility 10" in some
- echo time periods / forces has been fixed.
- echo
- echo 7) Programmed opponent use of artillery has been improved.
- echo
- echo 8) Information on unit "static" status has been made
- echo available to players. Static units have an additional
- echo "static" indicator graphic at center right on their icon.
- echo In formation displays, static status is given for each unit
- echo in the formation. The static status is also given in
- echo detailed unit reports.
- echo
- echo 9) The original PC speaker sound effect used in airstrikes
- echo has been replaced with a digitized effect.
- echo
- echo 10) Conventional memory requirements have been relaxed a
- echo bit. Version 1.1 requires the following:
- echo
- echo 538K (550912 bytes) No sound
- echo 560K (573440 bytes) FM sounds only
- echo 584K (598016 bytes) Full digitized sounds
- echo
- pause
- echo Some sound cards may have slightly higher memory
- echo requirements.
- echo
- echo 11) In version 1.0 the editor did not fully initialize
- echo scenarios saved with "fixed" objective values. This could
- echo cause problems when the scenarios were later played.
- echo Scenarios saved with "fixed" values are now properly
- echo initialized. If you created any scenarios using fixed
- echo (not calculated) objective values with version 1.0, you
- echo should load them into the v1.1 editor and save them
- echo again to patch the files. Scenarios created with
- echo calculated objective values are unaffected.
- echo
- echo 12) Terrain is now much more effective in protecting
- echo units from airstrikes. Additionally, airstrikes are
- echo somewhat less effective against heavily armored vehicles
- echo than in version 1.0.
- echo
- echo 13) The number of files that the game file manager boxes
- echo can locate has been increased from 50 to 999.
- echo
- echo Fixed in 1.2 Version:
- echo
- echo 1) Corrects lock up bug when playing a STRONG computer
- echo opponent.
- echo
- echo END OF CHANGES / ADDITIONS.
- echo
- pause
- echo Norm Koger 2.0
- echo
- echo EMAIL addresses-
- echo GEnie: n.koger
- echo Internet: n.koger@genie.geis.com
- echo (_NO_ "attached files" please!)
- echo
-