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-
- MONTERING JUSTICE
-
- The captain sat brooding in his chair, braziers flaring beside him. A
- frigid, howling wind buffeted his tent, causing its poles to creak. The
- restless air surged under the tent flaps and made the flames in the
- braziers dance, as men might be dancing at the end of a rope ere sunrise.
-
- Every fortnight eve the captain passed judgment on any soldiers who
- had broken his laws; this was such a night. Two guards dragged in the
- first prisoner, who averted his eyes and stood shivering and sullen. An
- officer read the charge against him from a long scroll. "My liege," he
- intoned, "this miserable wretch is charged with committing the heinous
- offence of copying software in an unauthorized manner."
-
- The captain fixed a wintry glare upon the felon. "This is indeed a
- reprehensible offence." the captain growled. "Perhaps you could
- elaborate so I might best levy justice."
-
- The officer continued. "As is known by all upright men, illegal copies of
- software, even if made for one's friends, cause software producers to
- raise their prices, since they are no longer able to sell enough software to
- cover their costs. Before thos knowest it, everyone is paying more for
- software, and some smaller companies cease to be.
-
- "PowerMonger was produced through the efforts of many honest
- yeomen whose costs can be recovered only through retail sales.
- Duplicating this or any other game without authorization raises the cost
- of software for all legitimate users.
-
- "Copying PowerMonger for any reason other than making backup
- copies is a violation of international copyright laws. Electronic Arts, as a
- member of the Federation Against Software Theft (FAST), supports the
- industry's effort to fight illegal copying of personal computer software."
-
- The captain's face was livid as he said, "I have heard enough! Hanging is
- too kind for this dog. I sentence him to...tickling!" The condemned
- shrieked for mercy, but he would find none after such a crime. Later, his
- giggling went on till dawn. Few slept well that night.
-
- If you wish to sleep well, pass any information you have to FAST
- Tel: (0628) 660 377.
-
- BULLFROG
-
- The philosophy behind our games is that we only design what we want
- to play. If we don't enjoy them then how can we expect anyone else to?
- We wanted to play a game like PowerMonger and it didn't exits. So we
- had to make it in order to play it.
-
- The idea for PowerMonger came while Populous was being developed.
- We wanted to design a game that was more than a game itself - a game
- that changed and played differently every time you played it. We
- wanted to create a game wherein you felt you are inside a world, and
- you are playing as part of that world.
-
- One of the problems in producing a game which is a simulation of a real
- world is that you need to approximate everything. For example, in
- PowerMonger, as in the real world, you go out and make food. But,
- although you can see the farmers go out into the field ploughing you
- can't see them blowing their nose. In making a real world simulation
- everything has to be approximated and you imagination fills in the
- gaps.
-
- To make the game more real we wanted to give everyone their own
- personality; all the people have their own names, characters, and
- professions. We want players to build up relationships with the
- characters, so if there is someone you particularly like in the game you
- can follow his life.
-
- PowerMonger is essentially a war game, but is unlike traditional board
- or computer war games, i.e. you take four moves and then it is the next
- person's turn. We wanted to create something that existed in real time
- and where you could do anything. Real time action is an important
- feature in all our games. We think if the game ever stops the magic is
- broken and any relationship built up between you and the game
- destroyed. In PowerMonger, the game stops for nothing.
-
- Another problem in designing such a deep game is keeping the
- operation as simple as possible. In PowerMonger, it is not complicated to
- initiate an action, but the result of that action may be complicated. For
- example, if you click on the Attack icon and then attack a sheep being
- herded by a shepherd, that won't necessarily be the only result. The
- shepherd, wanting to protect his sheep, may attack you. The game may
- react to your simple instructions in a complex way.
-
- Another feature that is very important to us in all our games is a multi-
- player function. We feel that playing a computer game with someone
- else will give you maximum enjoyment.
-
- Bullfrog have an idea of the ideal game they want to write. Populous was
- the first step to writing this game, and PowerMonger is further along.
- But our ideal game is yet to be written.
-
- Bullfrom Are...
- \O/ _
- Q O @ ] * U
- 0 <|> >-|-< <_> /'\ ^Y^ +|~
- o '+- / \ / \ _/ \_ / \ / \_
- /|^ |\
- / \
-
- From left to right: Simon Hunter, Glenn Corpes, Sean Cooper, Les Edgar,
- Peter Molyneux, Kevin Donkin, Andy Tidy and Gary Carr
-
-
- Contents
-
- Getting Started ......................................................... 6
- The Situation ..::::::::::::::::::::::::::::::::::::::::::::::::::::::::: 7
- The Path To Conquest :::::::::::::::::::::::::::::::::::::::::::::::::::: 8
- Copy Protection .....:::::::::::::::::::::::::::::::::::::::::::::::::::: 9
- The World ......:::::::::::::::::::::::::::::::::::::::::::::::::::::::: 10
- The Overview Map ::::::::::::::::::::::::::::::::::::::::::::::::::::::: 11
- Overview Map Controls ::::::::::::::::::::::::::::::::::::::::::::::: 11
- Contour, Objects, Settlements, and Food :::::::::::::::::::::::::: 12
- Captains ::::::::::::::::::::::::::::::::::::::::::::::::::::::::: 12
- Settlements :::::::::::::::::::::::::::::::::::::::::::::::::::::: 12
- Close Up Map .....:::::::::::::::::::::::::::::::::::::::::::::::::::::: 13
- Close-Up Map Controls :::::::::::::::::::::::::::::::::::::::::::: 13
- Changing the View ....:::::::::::::::::::::::::::::::::::::::::::: 13
- The Rotation Arrows :::::::::::::::::::::::::::::::::::::::::::::: 14
- The Zoom Buttons ...:::::::::::::::::::::::::::::::::::::::::::::: 14
- The Conquest Balance ::::::::::::::::::::::::::::::::::::::::::::: 14
- Seasons and Weather :::::::::::::::::::::::::::::::::::::::::::::: 14
- Sound ..............:::::::::::::::::::::::::::::::::::::::::::::: 15
- Symbols ....:::::::::::::::::::::::::::::::::::::::::::::::::::::::::::: 16
- Option, Posture, Command, & Query :::::::::::::::::::::::::::::::: 16
- The Option Symbol ......................:::::::::::::::::::::::::::::::: 16
- Game Speed ....:::::::::::::::::::::::::::::::::::::::::::::::::::::: 16
- Game Box Options :::::::::::::::::::;;;;;;;;;;::::::::::::::::::::::: 17
- File Box Options :::::::::::::::;::::::::::::::::;::::::::::::::::::: 17
- Posture Symbols ....:::::::::::::::::::;;;;;;;;;;::::::::::::::::::::::: 18
- Command Symbols ::::::::::::::::;;;;;::;;;;::;;;;::;;;;;:::::::::::::::: 19
- Military Symbols :::::::::::;;;::;;;;::;;;;::;;;:::::::::::::::::: 21
- Movement Symbols ::::::;;:::;;;::;;;;;;;;::::;;;:::;;::::::::::::: 22
- Food Symbols ....:::::::::::;;;::;;;;::;;;;::;;;:::::::::::::::::: 23
- Invent Symbols :::::::::::;;;;;::;;;;::;;;;::;;;;;:::::::::::::::: 24
- Miscellaneous Symbols :::::::::::;;;;::;;;;::::::::::::::::::::::: 25
- Query Symbol ...............:::::::;::::::::::::::::;::::::::::::::::::: 26
- The Captains ::::::::::::::::::::::::::;;;;;;;;;;::::::::::::::::::::::: 28
- Strenght .::::::::::::::::::::::::::::::::::::::::::::::::::::::::::: 28
- More About Posture :::::::::::::::::::::::::::::::::::::::::::::::::: 29
- Inventions ........:::::::::::::::::::::::::::::::::::::::::::::::::: 29
- Equip Invention :::::::::::::::::::::::::::::::::::::::::::::::::: 31
- Two Player Game ......:::::::::::::::::::::::::::::::::::::::::::::::::: 32
- Symbol Summary .:::::::::::::::::::::::::::::::::::::::::::::::::::::::: 38
-
- GETTING STARTED
-
- LOADING THE GAME
-
- Follow the instructions in your Command Summary Card to load
- PowerMonger. After you have loaded the game, the introductory
- sequence will appear. You can either watch the sequence or click the left
- mouse button to go to the Name Screen.
-
- NAME SCREEN
-
- After the opening sequence, a screen will appear asking "What Is Thy Name, O
- Lord?" Type in the name you want to use in the game, either your own or one
- you make up and then press Return to begin the game. If you don't want to
- use a name. press Return when this screen appears.
-
- OPTION SCREEN
-
- Next, the Option Screen will appear. This lists the options you have at the
- beginning of the game.
-
- Click on the option of your choice:
-
- Start New Conquest: Start the conquest from the beginning. This will be the
- Standard game with a pre-set 195 territories to conquer.
-
- Continue Conquest: Choose the next territory to conquer.
-
- Play Random Land: Enter a random computer-generated territory. Using this
- option lets you go from territory to territory without the linear
- development found in the Standard game.
-
- Load Data Disk: Load a new Data Disk. This option can be eventually
- used with data disks that will complement and add to the original Power-
- Monger world. These data disks will be released at a future date. This
- option will not work with the original PowerMonger disk or copies of it.
-
- THE SITUATION
-
- Your rule was fair and just. Your fate may not be...
-
- Your kingdom of Miremer was destroyed by a devastating seismic upheaval.
- Collapsing mountains and fiery, poisonous ash spared few of your subjects
- and none of your lands. You have plied ambivalent seas for countless weeks
- seeking a new home for your remaining handful of followers (and a new
- realm for yourself). Finally, the fickle waves grew weary of toying with you
- and cast your frail craft onto the unfamiliar shores of a foreign land. This
- land is rich and fertile, as you have dreamed it would be; but like all
- bountiful places, it is populated. Petty warlords and captains reign over the
- larger settlements and send their armies sweeping across the countryside.
- You could debase yourself into vassalage to these backward nobles and submit
- your followers to their misrule. But you were a king not so long ago, and you
- have borne enough indignity. It is they who will pay homage to you. You
- will gain a crown once again...or die in the attempt.
-
- As you venture across this new domain, you will have to win the fealty of
- those you encounter by words of diplomacy or dint of arms. The native
- tribes are laggards in the art of war, but are far from helpless. You are also
- not the only strangers here. Other invading tribes under ruddy or azure
- banners mourn lost kingdoms, or yearn after new ones. Like the natives,
- they must be persuaded to join your cause or be put to the sword. There is
- no other path to kingship.
-
- As you campaign, you will reap the fields' fair bounty and probe the deep
- places of the world for hidden wealth. The powers of life and death,
- enrichment and impoverishment, plenty and starvation, can be yours in
- absolute measure. But you must manage your power, like any other
- resource, wisely. Constant warfare will deprive you of present followers
- and future recruits, and continual pillaging will fill your stores for the
- moment but will leave the land empty of anything to fill them in the future.
- You must learn to balance force with restraint, and the requirements of the
- day with the needs of days to come. Only then shall you be the ultimate
-
- P O W E R M O N G E R
-
- There are 195 territories to conquer in the world of PowerMonger in the
- Conquest mode. After the game loads, the Map Selection Chart will
- appear displaying the various territories you can conquer. At the
- beginning of the game, the only territory you can conquer is the island in
- the top left corner; if you cannot immediately find this island, move the
- On-Screen Pointer around in that corner of the Chart, and the red
- Selection Rectangle will appear when the pointer is over it. Click on this
- territory with the left mouse button to invade it, and then enter the
- correct copy protection number when prompted to begin playing the
- game.
-
- To survive and prosper in a territory you will need to conquer settlements,
- get food and men, and invent both weapons and trading items. But keep in
- mind there are enemy armies prowling about who are after the same
- resources and doing the same things you are. These armies are as strong as
- yours, and some of their commanders are at least as aggressive and clever
- as you. When you have brought 2/3 the population of this territory under
- your control, you have effectively conquered it; the Conquest Balance
- directly beneath the Overview Map will tell you when you have reached
- this point. When you think you have conquered a territory, click on the
- Option Symbol, then on the Game box and then on the Retire box
- (explained under Option Symbol in the Symbol section of thie manual).
- The computer will then tell you if you have won or lost. If you have lost, a
- screen will appear saying you have been defeated. Click with the left
- mouse button to go back to the Option Screen.
-
- After you have conquered the first territory, you can move on to any
- adjacent territory. To enter a territory, place the On-Screen Pointer over
- its map; when the red Selection Rectangle appears around the territory,
- click with the left mouse button. (Note that you can only move into
- territories which are highlighted in red when the On-Screen Pointer is
- over them.) In the case of this first territory, you can move to territories
- to the right and below; in more centrally placed territories away from the
- corners, there will of course be more directions in which you can move
- and more territories to choose from. To help you keep track of where
- you've been, a dagger will appear in the map of each territory after you
- conquer and leave it, and a yellow Selection Rectangle will appear
- around them when the On-Screen Pointer is over them.
-
- When you move to a new territory, you will effectively be starting all
- over again. The Captains you recruited will stay behind to administer
- your conquest. You may not have as many men or as much food as you
- had before; building up vast armies and enormous hoards of food may
- help you in the territory you were in, but not in the one you're going to.
- You can't take your spoils with you.
-
- To scroll the Map Selection Chart downward, place the On-Screen
- Pointer on the white border at the edge of the screen, and press and hold
- down the left mouse button. Then, with the button held down, move the
- mouse upwards and the Map Selection Chart will scroll up along with it.
- And if you hold down the mouse button and move the mouse
- downward, the map will scroll down as well.
-
- As you get farther from the first map, the going will get tougher and
- tougher; the armies you face will get more agressive and better
- equipped, and resources will become increasingly difficult to find and
- secure, let alone manage. (You can move back to easier territories you
- haven't conquered yet if the going gets too tough.) The most formidable
- territory of all, and the one you must finally conquer to rule the world, is
- in the lower right corner of the Map Selection Chart.
-
- COPY PROTECTION
-
- After you have chosen a territory to enter, a copy
- protection map will appear and your computer will ask
- you a question about it. The map appears in your
- manual between the pages specified on the screen,
- along with the numerical answer to the question.
- Answer the question by clicking on the triangles above
- and below the numbers on the screen; clicking on the
- triangles above the numbers will increase them, and
- clicking on the triangles below will decrease them.
- Then click on one of the OK boxes after you have
- entered the correct number. If you enter the wrong
- number, the computer will tell you so and you'll only
- be able to play a demo version of PowerMonger.
-
- POWERMONGER
-
- THE WORLD
-
- (Big picture here, ill try to do it ok ?!?)
- ------------------------------------------------------------------------------
- |MAP ICONS JOB SYMBOL STATUS BARS CAPTAINS |
- |-----------------------------------------------------------------------------
- | Overview Map | |
- | Overview Map | FIRST |
- | Overview Map | CAPTAIN |
- | Overview Map | PICTURE |
- | Overview Map | HERE! -----------\ |
- | Overview Map | ---------/CLOSE UP MAP\ |
- | Overview Map | ----------/ \ |
- | Overview Map |-- ----------/ CLOSE UP MAP CLOSE UP MAP \ |
- | Overview Map |\ \ \ |
- | Overview Map | \ \ CLOSE UP MAP CLOSE UP MAP \ |
- | Overview Map |--- \ \ |
- | Overview Map | \ \ CLOSE UP MAP \ |
- | Overview Map | \ \ CLOSE UP MAP \ |
- | Overview Map |-----\ \ |
- |______________| \ \ CLOSE UP MAP \ |
- | Conquest | \ \ \ |
- | Balance! | \ \ CLOSE UP MAP \ |
- |______________|--------\ CLOSE UP MAP \ |
- | Map Controls | \ \ ------ |
- | Map Controls | \ \ CLOSE UP MAP ----- \ |
- | Map Controls | \ \ ------- \ \ |
- | Map Controls |-----------\ ------- \ \ ___\ |
- | Map Controls | \ \ ----- \ ___ \______\__\ \ |
- | Map Controls | \ \ -----__\_______\ \___\ \ \ |
- | Map Controls | \ \----- \ \ \ \ \ RYGAR|
- ------------------------------------------------------------------------------
- /|\ /|\
- | |
- | |
- \------------- --------------/
- \/
- |
- COMMAND SYMBOLS
- The map icons are:
- (from left to right!)
-
- CONTOUR MAP ICON
- SETTLEMENTS MAP ICON
- OBJECTS MAP ICON
- FOOD MAP ICON
-
- (if you dont know, the map icons are the ones in the top left corner...!!)
-
- The Overview Map shows the territory you are currently attempting to
- conquer. On this map you can see roads, bodies of water, forests,
- settlements, and their occupants.
-
- OVERVIEW MAP CONTROLS
-
- The White Cross on the Overview Map indicates the centre of the area
- currently shown in the Close-Up Map. By changing the position of the
- cross on the Overview Map, you change the view in the Close-Up Map.
- You can move the White Cross in two ways:
-
- o Click on the Compass: Use either mouse button to clickon the Com-
- pass to indicate in which direction you want the White Cross to scroll.
- If you click with the left mouse button, the cross will move a short
- distance with each click; if you click and hold down the right mouse
- button, the cross will continue to scroll until you release the button.
- The Compass can move the White Cross in eight different directions:
- North, south, east, and west, as well as northeast, north-west,
- southeast, and southwest. Note that the compass itself always points
- north; this is important to remember if you have rotated the map.
-
- o Click on the Overview Map: Click on the Overview Map with
- either mouse button to move the White Cross to whatever location
- you want to view.
-
- CONTOUR, OBJECTS, SETTLEMENTS, AND FOOD
-
- Directly above the Overview Map are four map icons. Clicking on each of
- these icons will show you different map information on the Overview Map:
-
- Contour Mode Map Hills, valleys, and plains. Dark green indicates
- the lowest-lying areas, while higher elevations
- are coloured lighter green, then yellow, then
- brown, and, at the highest elevations of all, white.
-
- Objects Mode Map Trees, houses, workshops, men, and roads.
- Trees appear as red dots, roads appear as grey
- lines, houses appear as light brown dots, your
- men as white dots, and workshops appear as
- yellow dots in settlements.
-
- Settlements Mode Map Settlements and roads are shown in grey, and your
- men as white dots.
-
- Food Mode Map Same as the Settlements Mode Map, with
- settlements colour-coded according to how
- much food is in each. Black settlements indicate
- no food and white settlements indicate
- comestibles in massive abundance. Dots in
- varying shades of grey indicate food supplies
- somewhere in between the two extremes; the
- lighter the shade of grey, the more food is
- present. Click on the Food Map Icon again to
- update this map.
-
- CAPTAINS
-
- The currently selected Captain will be visible on the Overview Map as a
- man in a red cloak. But if he is spying, he will wear a shirt of the same
- colour as the army on which he is spying.
-
- SETTLEMENTS
-
- Settlements are important sources of men, food, and inventions. When
- you conquer one, you may want to strip it of all of the above. But if you
- take all the men, there will be no one to gather food or create invention;
- settlements repopulate (the stork brings them), but they do so slowly.
- And if you take all the food, the men will stop whatever they were doing
- and put all their efforts into agriculture.
-
- CLOSE UP MAP
-
-
- ______ /___ --ROTATION ARROWS
- / \/ \\ |
- /^ _ ^\ \|/
- |\ |\ /| V
- COMPASS -- |/ ` \| AND THESE TWO SMALL ICONS WITH FOUR
- \^ ^/ -- ARROWS POINTING IN ALL DIAGONAL DIRECTIONS
- \__/\__/ THEY ARE ZOOM BUTTONS DUDE !
- (TOO HARD TO DO IN ASCII!)
-
- CLOSE-UP MAP CONTROLS
-
- The Close-Up Map shows you details of the area where the White Cross
- is positioned on the Overview Map.
-
- CHANGING THE VIEW
-
- There are several ways to change the Close-Up Map to view a different area:
-
- o Click on the Overview Map: Click on the area on the Overview
- map you want to view on the Close-Up map with either mouse
- button. Or press and hold down either mouse button on the
- Overview Map, and move the On-Screen Pointer around the map.
- The White Cross, and thus the Close-Up Map view, will follow the
- pointer.
-
- o Click on the Compass: Use either button to click on the
- Compass to indicate in which direction you want the Close-Up Map
- to scroll. If you click with the left mouse button, the map will scroll a
- short distance with each click; if you click and hold down the right
- mouse button, the map will continue to scroll until you release the
- button. The Compass can scroll in eight different directions: The
- cardinal directions of north, south, east, and west, as well as
- northeast, northwest, southeast, and southwest. Note that the
- compass itself always point north; this is important to remember if
- you have rotated the map.
-
- o Click on any Captain: Click on the large figure of any Captain with
- the right mouse button. (Careful not to click on his medals, nor click
- with the left.) The Close-Up Map will immediately jump to that
- Captain's current location.
-
- THE ROTATION ARROWS
-
- The Rotation Arrows rotate the Close-Up Map left or right so you can
- improve or just change your view. Clicking on a Rotation Arrow with
- the left mouse button rotates the map to the next cardinal direction
- (north, south, east, or west) in the direction of the arrow, for a total of 4
- different view positions. Clicking on a Rotation Arrow with the right
- mouse button rotates the map by much smaller increments, for a total of
- 64 view positions. Also, if you click and hold down the right mouse
- button on a Rotation Arrow, the map will continue to rotate until you
- release the mouse button.
-
- THE ZOOM BUTTONS
-
- You can zoom the Close-Up Map view in or out by using the Zoom
- Buttons. Clicking on a Zoom Button with the left mouse button zooms in
- or out by one step. Clicking a Zoom Button with the right mouse button
- zooms in or out to the maximum near and far settings. Note that as you
- zoom in closer and closer on the Overview Map, mobile figures (people,
- animals, etc.) seem to move faster and faster. They aren't, really; this is
- an illusion created by the fact that smaller and smaller areas are being
- viewed as you Zoom in.
-
- THE CONQUEST BALANCE
-
- A territory has been conquered when at least 2/3 of its population is
- under your control. The Conquest Balance indicates when this has
- happened. When you start conquering a territory, the scales will be
- tipped toward the left. As you gain control of more and more people,
- your half of the balance on the right will fill with gold. When the balance
- is tipped in favour of the white-and-blue shield on the right, it means 2/3
- or more of the territory's population is under your control. Click on the
- Retire box in the Option Symbol (explained in the Symbol section of this
- manual) to move on to the next territory.
-
- SEASONS AND WEATHER
-
- Seasons pass in the world of PowerMonger as they do in any world. In
- spring, summer, and especially in the autumn, food will be plentiful; in
- winter, it will be scarce, as no more will be produced in the settlements.
- You will notice two weather effects, rain and snow, as the seasons run
- their cycle. These forms of precipation will, of course, slow an army as
- it moves across the land.
-
- There is little even the First Captain can do to change the weather, but there
- is one way his followers and the followers of his subordinate captains can
- change weather pattern. When townspeople or armies are ordered to
- Invent (see Invent section), they will often use wood to fashion their
- handicrafts if there is a forest near. But they can go too far, which leads to
- deforestation, which in turn can disturb weather patterns. Forests will
- grow back, but until they do, rain and snowfall will both be above normal.
-
- SOUND
-
- As you move about the world of PowerMonger, you will hear a lot of
- background noise: Sheep baaing, birds singing or taking flight, work
- sounds from neighbouring villages, men cheering, etc. These noises can
- provide important clues and can tell you what's going on nearby on the
- Close-Up Map. When you hear a sheep, it means one or more of them are
- close by, and they can be a plentiful source of food. Sounds of battle means
- combat is going on nearby. Birds taking flight means someone has dis-
- turbed them; that might mean there is an enemy in the forest. Hammering
- and sawing from a nearby settlement or wood means someone is inventing
- something; if this is going on in an enemy settlement, you might want to go
- in and put a stop to it, or at least start inventing someting of your own to
- counter them. Birds singing means spring has returned, and wind blowing
- means winter is here. And when your men start cheering during a battle, it
- means they've won.
-
- The First Captain and his subordinate Captains also express their level of
- enthusiasm concerning orders. If they like the order you give them, they
- will say an excited "Yeah!" If they don't like it, their "yeah" will be much
- more muted, (WINTER MUTED ?!? HAHAHA [RYGAR] ) or they might not be saying
- anything at all. This could be a clue that your order might not be such a
- good idea.
-
- In the background, you will always hear the breathing of whichever
- Captain you have selected. If he is breathing evenly, everything is going
- well. If his breathing becomes laboured and ragged during a battle, it
- means that things aren't going well, and he may even be dying.
-
- SYMBOLS
-
- [RYGAR] - I CANT DO THIS IN ASCII, CHECK THE OTHER FILES ON THIS DISK
- (POWERMONGER PIC 1 & 2, or POWERMONGER ICONPIC/TEXT
-
- OPTION, POSTURE, COMMAND, & QUERY
-
- To activate a symbol, click on it with left mouse button.
-
- THE OPTION SYMBOL
-
- Use this multi-purpose symbol to set the game speed, initiate two player
- mode, save & load games to floppy disk, change maps, or retire from the
- game. (Two Player mode is described in a separate section near the end
- of this manual. Refer to you Command Summary Card for instructions
- on Saving and Loading games.)
-
- GAME SPEED
-
- To set the game speed, click on the game speed track.
- The closer you click to the +, the faster the game
- speed will be; the closer you click to the -, the slower
- it will be. (If you have a faster than normal computer,
- you might want to slow the game down.)
-
- GAME BOX OPTIONS
-
- Click on the Game Box to access these options, then click on the
- appropriate box to activate its option:
-
- Retire Retire from the territory you're in. If
- you are ahead (see the Conquest
- Balance under the Overview Map)
- you win; if you are behind, you lose.
-
- Replay Map Restart conquering the current map
- from the beginning.
-
- Select Map Leave the current territory and go
- back to Map Selection Chart to
- choose another territory to conquer.
-
- Multi Play Begin two-player game. See separate
- section near the end of this manual.
-
- Random Map Call up a computer generated random
- map to conquer.
-
- Pause Pause the game; click on Pause again
- to unpause the game. Note: The
- Close-Up Map vanishes when the
- game is paused.
-
- Send Message Send a message in two player mode.
- (See Two Player Game section.)
-
- FILE BOX OPTIONS
-
-
- These options Save and Load PowerMonger games. See your Command
- Summary Card for instructions (FIRST IN THIS TEXTFILE - [RYGAR] )
-
- Posture determines the relative aggressiveness of a Captain, from the
- First Captain (you) down through all the Captains you recruit during
- your campaign of conquest. These icons only modify the innate
- aggression of any Captain; the First Captain is always the most
- aggressive, and the last Captain farthest to the right is always the least
- aggressive. A Captain's Posture effects not only his own behaviour, but
- the behaviour of his troops and of others nearby as well. The more
- aggressive a Captain is, the more food and men he will take from a
- village he has captured, and the more people his troops will kill in the
- course of battle. A Captain's aggressiveness will also affect what the
- people of a conquered village will invent (see Invent), and what sort of
- Trading deals can be made. Note that the First Captain set on Aggressive
- posture will take all the food and men and do his best to kill everyone
- when attacking a village.
-
- To set a Captain's posture, click on the Captain (making sure the
- Selection Arrow is over his head), and then click on one of the three
- Posture Symbols:
-
- (One Knife) Passive Posture
-
- (Two Knifes) Normal Posture
-
- (Three Knifes) Aggressive Posture
-
- Note that one posture symbol will always be highlighted.
-
- COMMAND SYMBOLS
-
- The Command Symbols represent the different orders you can issue to
- yourself as First Captain, the other captains who have joined you, and
- indirectly the people who follow them.
-
- TO ISSUE A COMMAND:
-
- 1 Click on the First Captain or a subordinate Captain with the left
- mouse button. (Click on the large figure of him standing at the table,
- not on the smaller images of him that appear on either the Overview
- or Close-Up Maps.) The bobbing arrow should appear over his head
- and his expression will change, meaning he is ready to give or
- receive a command. If the arrow doesn't appear, try clicking on the
- Captain again.
-
- 2 Click on the Command Symbol that corresponds to the order you
- want to give. (A Command Symbol will be highlighted green when
- is is active; if a symbol does not highlight, try to click on it again.)
- Any incomplete command can be cancelled by clicking on its
- symbol again, which will unhighlight it; make sure the highlightning
- goes out or the command will still be active. Most Command
- Symbols become unhighlighted as soon as the command it
- represents is given. Any command can be cancelled before it has
- been given by clicking on its Command Icon a second time. (Make
- sure the highlightning goes out or the command will still be active.)
-
- 3 Most Commands use a Direction Line when you issue them on the
- Overview Map. A Direction Line is a line that extends from the
- selected Captain to the On-Screen Pointer on the Overview Map.
- Use the On-Screen Pointer to point at the location you want to be the
- target of the command. To view an area before you decide to give a
- command, click with the right mouse button.
-
- 4 The location of object selected as the target of an order must be
- appropriate for that order. For example, an Attack command must
- have a settlement, a person, livestock, etc., as its target or it cannot
- be given. If the Direction Line is pointed at an inappropriate location
- or object, it will be black, you will hear a slow drumbeat, and no
- command can be issued. If it is pointed at an appropriate loaction,
- the Direction Line will be red, and the drumbeat will be more rapid.
- Click with the left mouse button to give the command.
-
- 5 Orders can also be issued on the Close-Up Map. You can choose
- targets more precisely this way; that is, you can choose a single
- person as the target for an Attack order on the Close-Up Map vs.
- choosing a whole settlement on the Overview Map. When an
- appropriate target is visible on the Close-Up Map, click on a
- Command Symbol and then on the target, The Direction Line will
- appear on the Overview Map when the On-Screen Pointer is over an
- appropriate target and the order will be issued.
-
- 6 Bodies of water can prevent an order from being carried out; for
- example, if the target is on an island, and the selected Captain is on
- the mainland and does not have access to boats, an order to Get
- Food on the island cannot be carried out by that Captain, and he will
- just pace up and down once he has reached the interposing body of
- water.
-
- 7 If you have successfully given an order to the First Captain, it will
- begin to be carried out immediately. A Job Icon will appear beside
- the Status Bars above his head and he will respond "Yeah". If an
- order is given to a subordinate Captain, the First Captain must
- dispatch it to him by carrier pigeon so it may take a while for him to
- react, depending on how far away he is from the First Captain. A
- little white pigeon fluttering beside the Status Bars above the
- targetted subordinate Captain's head means the order is still on its
- way. When a Job Icon appears over the subordinate Captain's head
- and he says "Yeah", the order has been successfully given. Note that
- in every territory you will have a limited number of carrier pigeons
- to carry your orders, and you can get no more in that territory. So be
- careful of what orders you give and what your posture is when you
- give them. You need to make every order count.
-
- 8 Some commands do not operate in keeping with thee general
- instructions. You'll find specific instructions about how they work
- under the Command Symbol descriptions given below.
-
- MILITARY SYMBOLS
-
- Attack the person, place, or thing at the ned of the Direction
- Line. Possible targets include settlements, farms, towers,
- individual men, sheep, and trees; click with the left
- mouse button to attack a selected target. If you attack a
- sheep and kill it, it automatically becomes part of your
- food stock. If you attack a tree and chop it down, you
- can prevent enemies from using it to make their own
- inventions. If you attack a settlement or army and win,
- the people left alive will become your followers, and you
- will have access to all their resources; watch for souls
- going up to heaven during such combats, because it
- means that casualties are occurring. Keep in mind that if
- your target is ambulatory, it may very well have
- trudged, marched, or scampered away by the time you
- get to where it was when you targetted it. You will then
- track it down, but it might be faster than you. Note also
- that your active Captain is free to move around during a
- combat (see Send Captain below).
-
- If you click with the right mouse button after a target has
- been chosen using the Attack Symbol, and the rank is on
- its way to the chosen target, the Captin will scan the
- immediate area for men from that target. If he detects
- any, he will change direction and attack them. This
- could be sed to take out people from the target area
- who are inventing, or a lone wanderer.
-
- You lose a combat when your Captain dies. If a sub-
- ordinate Captain dies, he disappears from the screen,
- and he drops his stock and equipped items, which will
- be visible on the screen. (Men killed in combat drop their
- equipped items as well, and these will also be visible.)
- Another Captain can be recruited to take his place later.
- But if the First Captain dies, the game is over and a You
- Have Been Defeated screen will appear. Click the left
- mouse button to return to the Game Option Screen.
-
- Get Men from one of your settlements. The number of men taken
- is determined by the aggression rating of the active
- Captain; a Passive Captain will attract only a few men to
- his banner, a Neutral Captain will be able to recruit a
- few more, and an Aggressive Captain will impress
- almost every able-bodied man available.
-
- Transfer Men reassigns men from one Captain to another. The number
- of men transferred will depend on the Posture of the
- Captain being transferred from: Passive posture will
- transfer 25%, Neutral posture will transfer 50%, and
- Aggressive posture will transfer 100%. Click with the left
- mouse button on the transferring from Captain, click on
- the icon, and then click on the Captain to whom the men
- are being transferred.
-
- Spy sends any Captain to gather intelligence. To enter into
- this intrigue, select the Captain to whom you want to
- assign the take by clicking on him with the left mouse
- button, then click on the Spy symbol. Now click on the
- neutral or enemy settlement you him to spy on. He
- will go there, and if he is accepted into the community,
- the location of the settlement's population will show up
- on the Overview Map as dots of the appropriate colour
- (red or blue for enemies, yellow for neutral). If he is
- recruited into an enemy army, then dots of the
- appropriate colour will appear on the Overview Map
- showing the locations of the soldiers in that army.
-
- MOVEMENT SYMBOLS
-
- Send Captain anywhere you choose. Select the Captain you want to
- send, and then select a destination on the Overview Map
- using the Directional Line and click with the left mouse
- button, or click on the location on the Close-Up Map.
- Note that you can use Send Captain to get a Captain out
- of harm's way during combat without breaking off the
- battle by clicking on the Send Captain symbol and
- clicking on a destination a short distance away on either
- map; however, the Captain might get dragged right back
- into the battle. Note that an individual cannot get out of
- a battle while engaged in hand-to-hand combat. If you
- click on a location far away on the Overview Map, and
- the Captain is not dragged back into the battle, his men
- will follow him and the battle will be broken off.
-
- Go Home sends the Captain and his army back to the Captain's
- home. This command is a handy way of getting out of a
- losing battle while keeping an army intact.
-
- Derank is similar to Go Home but will send a fraction of an
- army home while the Captain involved will stay with
- the portion of his forces that remain in the field. If the
- Captain's Posture is Passive, 25% of his troops will
- leave; if it is Neutral, 50% will find their enlistment is
- up; and if it is Aggressive, 100% will re-enter civilian
- life. People with the worst weapons or no weapons, or
- no boats, will go first leaving the most useful soldiers to
- remain in the army.
-
- FOOD SYMBOLS
-
- Get Food from a friendly settlement or cache (see Drop Food
- symbol below). The amount of available food a captain
- gets is determined by his Posture; if his posture is
- Passive he will get only a little food, if it is Neutral he
- will get more food, and if it is Aggressive he may take all
- the food there is present. So, the more gruff he grows,
- the more grub he grabs.
-
- Drop Food will cause the active Captain to drop a portion of his
- supply of food. The amount he drops depends on his
- Posture: 25% if his Posture is Passive, 50% if it is
- Neutral, and 100% if it is Aggressive. The Captain drops
- this food wherever he is standing and does not have to
- use the Directional Line. This food will appear on the
- Close Up Map as a small sack of grain. Animals, enemy
- armies, and passers by will not take this food since it is
- hidden from everyone except you and your followers.
- But if food is dropped in a settlement, it will be added to
- that settlement's food supply. Note: Don't drop your
- food into the sea! It will be unrecoverable, and would
- taste horrible in any case.
-
- Supply Food to anywhere that is an object. The seleted Captain looks
- for a nearby settlement that is friendly. He will then go
- there, drop food (the amount he drops is determined by
- his Posture, just as described in the Get Food command
- above), go to the nearest friendly location that has food,
- and get more food (again, the amount he gets depends
- on his Posture), and return to the place to be supplied to
- drop more food. This process will be repeated until he
- gets different orders.
-
- INVENT SYMBOLS
-
- Invent something new and wonderful in a workshop.
- Workshops are found only in settlements, but they are
- nevertheless easily spotted on the Overview Map in
- Object Mode as yellow dots, and on the Close-Up Map
- as structures with red signs. What can be invented in a
- particular village depends on what raw materials are
- available, the occupation of certain locals, and the
- Posture of the Captain involved. See separate Invent
- section for more details.
-
- Equip Invention equips either inventions you have ordered to be made or
- objects carelessly left behind by their previous owners.
- To equip an Invention you have ordered made, click the
- Equip Invention symbol and then on the settlement
- where the invention was created; to equip found objects,
- click on the object itself. Found objects and inventions
- are identical, i.e., boats, swords, bows etc. The Captain's
- posture determines how much is picked up: 25% if
- Passive, 50% if Neutral, and 100% if Aggressive. Note
- that picking up too much will slow down a Captain.
-
- Drop Invention drops any surplus stock. The Captain's Posture
- determines how much gets dropped: 25% if Passive, 50%
- if Neutral, and 100% if Aggressive. Surplus stock is
- shown as what the Captain is carrying when you click
- on his Medals, and is defined as unequipped weapons
- or pots, but never equipped weapons or boats. These
- may later be picked up by the Captain who dropped
- them, or by another Captain using the Equip Invention
- command (as long as you don't drop them in the sea,
- since they're gone forever if you do). They will not be
- picked up by passers or enemy armies. Or if you drop
- them in a settlement they will be added to that
- settlement's stock.
-
- MISCELLANEOUS SYMBOLS
-
- Trade goods (weapons, pots, etc.) with a settlement in return
- for food, items or stock. Every item has a set food value
- that will be modified if your Captain is good at
- bartering, and bartering skill is in turn determined by
- innate aggression. The trading settlement will trade you
- items for food. The Captain's posture determines what
- he will trade for and which items he will want first. An
- Aggressive Captain will trade for a cannon before a
- Passive Captain will, while a Neutral Captain will fall
- somewhere in the middle; a Passive Captain will trade
- for a plough (for example) before he will trade for a
- cannon, while a Neutral Captain will prefer a boat to a
- cannon. Note that the weapons your army is using or
- carrying will not be traded.
-
- Make Alliane with another tribe. This requires the payment of tribute
- from your excess stock (similar to Trade above). Once an
- alliance has been made, you will have access to that
- tribe's settlements and resources, and they will likewise
- have access to yours. An alliance will be broken by a
- violent act taken against that ally. And if an offer of
- alliance is rejected, you lose the tribute you offered, and
- you may become the object of an attack.
-
- QUERY SYMBOL
-
- Query brings up information about any object, living or non-
- living, on the Close-Up Map bu clicking on it with the
- left mouse button. This can bring up from 1 to 4
- information windows at a time. When you click on an
- object, you will get information about every object in that
- square; for example, clicking on a house with two people
- in it will bring up three windows. All these windows
- will be stacked, one on top of the other. To separate them
- and make them readable, just place the on-screen
- pointer over the top bar of any Query window, hold
- down the left mouse button, and drag the window to
- any part of the screen. Repeat this process with every
- Query window until they're all separated. Click on the
- Query Symbol with the right mouse button to clear all
- Query Windows from the screen.
-
- There are three small icons that appear in Query Windows; some
- windows include all three, while others contain only one or two, but the
- icons always work the same way in every window. Click with the left
- mouse button on the Tick Mark Icon in the upper right hand corner of all
- Query Windows to cancel the window. Click with the left mouse button
- on the Rectangle Icon to update information in the Query Window; this
- is a valuable icon to click on frequently if you have a Query Window up
- during a battle. And click with the left mouse button on the Eye Icon to
- centre the Close-Up Map on the subject of the Query Window.
- Different objects reveal different ranges of information when they are the
- subject of a Query command:
-
- Buildings/Settlements Building type; settlement name; names of the
- building's two occupants (there are never more
- than two, husband and wife); to what ruler the
- settlement belongs, Harold II, Jayne III, or Jos
- XVIII; the nearest forest; how much food there
- is in the entire settlement; how many men there
- are in the settlement and what stock (if any) the
- settlement has.
-
- People Their name, the settlement where they live,
- their health, the building where they live, their
- spouse's name, how hard they work, their
- profession, what item they have equipped, who
- they follow, and their age.
-
- Sheep Those whooly things that bleat incessantly.
- Mighty good eating.
-
- Trees What forest it is in, what kind of tree it is,
- whether there are any birds in its branches, and
- the season.
-
- Birds Whether they're carrier pigeons and to whom
- they're going. (Watch out for birds carrying
- little bundles of joy.)
-
- The Query Symbol will remain highlighted and active until you cancel it
- or until you click on another symbol.
-
- THE CAPTAINS
-
- The First Captain will encounter other Captains along the way; he can
- recruit them by conquering the settlements they rule. As they are
- recruited, they will appear by the First Captain's side, and they are his to
- command. When a Captain dies, he will disappear from the sreen.
-
- Status bars Three bars appear above the head of every
- Captain under your command, displaying his
- current food, men, and strength. The top blue
- line indicates food, the middle red line signifies
- men, and the bottom green line stands for
- strength. Keep an eye on the green strength line;
- when it is gone, so's the Captain. And when the
- First Captain's line comes to an end, so does the
- game.
-
- The Selection Arrow This arrow bobs up and down over the head of
- the currently selected Captain. Click on a
- Captain to select him; he will be the Captain
- who will recieve the orders you give.
-
- The Medals Click on the medals hanging on a Captain's
- chest to display an information box about him
- even if he is not the currently selected Captain.
- Clicking on medals will tell you the Captain's
- name, current job, aggression level, loyalty
- level, Strength, Speed, the amount of food he
- has, how many men he has, and how much
- stock (if any) he is carrying. This information
- box functions just like a Query Box (see Query
- Symbol).
-
- STRENGTH
-
- Strength is the indication of how healthy people in the world of
- PowerMonger are. For Captains, strength is displayed in two ways. First,
- as the green line in the Status Bars. And second, in the following terms,
- from strongest to weakest, when you click on a Captain's medals: Fit,
- Well, Weak, Very Weak, Sickly, Very Sickly, Dead.
- A Captain's normal Strength level is Fit. Being wounded in combat is the
- only thing that will reduce his Strength. If he is reduced below Fit, he will
- eventually heal back in camp. If his Strength is reduced to Dead, his stay on
- this planet is over (unless you Replay The Map or Start New Conquest).
-
- MORE ABOUT POSTURE
-
- A Captain's innate aggression is indicated by his position at the table.
- The Captains to the left are more aggressive than the Captains on the
- right, but any Captain's posture can be modified by using the Posture
- icons.
-
- A Captain's actions, or even the actions of his troops, are not always
- predictable when his posture is set at the aggressive or passive extremes.
- If a Captain is camped near a battle, even a battle that does not
- immediately concern him, he may join in the fray if he is in an aggressive
- frame or mind, or he may run away if he is feeling passive. An
- aggressive Captain might kill someone who does no more than cross his
- path when that Captain is moving from place to place. Obviously, any of
- these actions can be avoided by changing the Captain's posture. But you
- might be too late unless you are paying close and careful attention.
-
- INVENTIONS
-
- You won't find everything you need just lying around on the ground or
- in the settlements you conquer. Sometimes it pays to use your head
- instead of your sword to get what you need. This is where inventions
- come in.
-
- The Invent command tells a Captain to have his men or the citizens of a
- friendly settlement to invent something. You can only invent in a village
- with a workshop; as mentioned previously, these show up as yellow dots
- in settlements in the Overview Map when it is in Object Mode. What the
- settlement produces depends on four factors: The Posture of the Captain
- carrying out the order, the available resoures, the presence of a
- merchant and the occupations of certain locals.
-
- An aggressive posture generally produces heavy weapons like cannons
- or pikes. Neutral posture produces lighter weapons like bows or boats.
- Passive posture produces items like ploughs. Inventing any of these, of
- course, is dependent on having the correct raw materials at hand as well
- as the appropriate posture.
-
- The results of the inventive urge are also dependent on the location. For
- example, inventing near a forest on low land near water will ueally
- produce boats. Inventing in a town that is on high ground away from
- any forest usually produces swords or cannons.
-
- Necessary resources include wood and steel. Forests are a good place to
- find wood; that's why they call them forests. But keep an eye on people if
- they take up lumbering; they can strip a forest clean, and forests take a
- long time to grow back. So don't leave the Invent command active
- without keeping track of what people are doing off in the woods. Wood
- can be used to make pikes, bows, ploughs, catapults, and, if you're near
- water, boats.
-
- Steel is harder to come by. You have to construct a mine to extract the
- raw ored to forge into steel, and the mine will usually have to be situated
- at a high altitude. Mine construction is a time-consuming process, and
- any settlement that has a mine will be an inviting target; they're easy to
- spot since they're all marked by a twoer. If you are not near any useful
- raw materials when you try to Invent, you'll produce pots from the local
- mud. Pota are valuable mainly for trade. They won't help you during
- battles, of course, but at least you'll have a handsome and sturdy
- receptacle to bleed into after you've had the stuff beaten out of you.
-
- Note: When people in a settlement are inventing, they can't get food or
- other supplies. And if they run out of food, they'll gradually stop
- inventing and take up producing food; i.e., they can still invent if enough
- people are producing food.
-
- The table below lists what posture is needed to invent particular items
- plus other conditions that might be necessary:
-
- ITEM POSTURE
-
- Catapult Aggressive posture & merchant in settlement
-
- Cannon Aggressive posture & merchant in settlement
-
- Sword Near a mine & no merchant in settlement
-
- Pikes Neutral posture
-
- Bows Aggressive posture
-
- Boats Passive posture & fisherman present
-
- Ploughs Passive posture
-
- Pots Can be made any time
-
-
- EQUIP INVENTION
-
- Once you've invented something, you probably want to pick it up and
- use it. Or, you might want a loyal Captain and his men to pick up the
- item. In either case, use the Equip Invention symbol and modify the
- Captain's posture appropriately, to pick up your invention by clicking on
- the building in the settlement where the invention was made.
-
- You can also equip inventions you find. Often after a battle, weapons
- will be left on the battlefield. You can equip these the same way you
- equip things made in workshops, by clicking on the Equip Invention
- symbol and then on the weapons. You can also equip boats you find or
- that belong to your settlements. But since settlements on bodies of water
- or rivers depend on fishing for part of their food, if you take away their
- boats their production of food will go down.
-
- If the invention you equip is a hand weapon, empty-handed troops are
- equipped first. The Captain is equipped first of all, next the First
- Captain's original followers, and finally the other troops.
-
- If troops have more than one kind of hand weapon to select from when
- they equip, they will choose weapons in the following order: Bow first,
- then sword, then pike. In camp, holders of different weapons will sit in
- different concentric circles around the Captain and the campfire.
- Anything other than equipped weapons or boats is considered to be
- carried as stock by the Captain and to be used as trade or for making
- alliances. The more stock a Captain has, the slower he will travel, so be
- careful not to overload him. (The only excess items that won't weigh him
- down are pots.)
-
- TWO PLAYER GAME
-
- There are two ways to play against a human opponent: using a modem
- to connect to a remote player, or by using a null modem cable to connect
- the serial ports of two computers (this is datalink mode).
-
- To play in two player mode, both players will need original copies of
- PowerMonger.
-
- CONNECTING IN DATALINK MODE
-
- 1. Get a null modem cable. You can probably find one from your local
- computer store.
-
- 2. Disconnect both machines from their power supply.
-
- 3. Connect the cable between the serial ports of the two computers.
-
- 4. Reconnect the power supply to both machines.
-
- 5. Boot the game on both machines and start the game anyway you
- like (i.e. Start New Conquest, Continue Conquest, Play Random
- Land or Load Data Disk). If you want to choose Load Data Disk,
- first ensure that both players have a copy of the same Data Disk.
-
- 6. Once the game screen appears, click on the Game Setup icon then
- click on the GAME button and then click on the MULTI PLAY
- button to bring up the Multiplayer Login window.
-
- 7. Next choose who is going to play with colour tribe, see Starting the
- Two Player Game below.
-
- 8. Choose a baud rate by clicking in the box next to one of the 6
- choices; 300, 1200, 2400, 4800, 9600 or 19200. The box you clicked in
- will light up green. The baud rate must be the same for each
- computer.
-
- 9. Now go to Starting the two player game.
-
- CONNECTING MODEMS IN VOICE MODE
-
- If you and your opponent can plug phones into your modem, then you
- can connect in voice mode.
-
- 1. Disconnect both machines from their power supply.
-
- 2. Connect the modem's serial cable to the computer. Then connect the
- modem to the phone line; your phone should be connected to the
- modem.
-
- 3. Reconnect the power supply to both machines.
-
- 4. Call your friend on the phone and boot the game on both machines.
- Both players now start the game anyway they like (i.e. Start New
- Conquest, Continue Conquest, Play Random Land, or Load Data
- Disk). If you want to choose Load Data Disk, first ensure that both
- players have a copy of the same Data Disk.
-
- 5. Once the game screen appears, click on the Option Symbol then click
- on the Game button and then check on the Multi Play button to bring
- up the Multiplayer Login window.
-
- 6. Next choose who is going to play which colour tribe, see Starting the
- Two Player Game below.
-
- 7. Choose a baud rate by clicking in the box next to one of the 6
- choices; 300, 1200, 2400, 4800, 9600 or 19200. The box you clicked in
- will light up green. The baud rate must be the same for both
- modems. For identical modems, use the fastest baud rate possible.
- For two different modems, determine the highest baud rate for both
- modems; then choose the lower value of the two. The typical baud
- rates are 300, 1200, and 2400. See your modem manual for details on
- baud rates.
-
- 8. Establish a data connection between the two computers (if you're in
- normal talk mode on the telephone), by clicking in the Modem
- Message text input box which you will see above Baud Rate labeled
- Modem Message.
-
- 9. One player should type ATD and press Return. The other player
- should then type ATA in his Modem Message box and press
- Return. This will cause the modem to send a carrier. (The carrier is a
- high pitched whine that will block out your voices.) Once the CD
- light on the modem (if it exists) lights up, the connection is
- established and both players should wait a couple of seconds and
- put their phones down. Now go to Starting the Two Player Game.
-
- CONNECTING IN NON-VOICE MODEM MODE
-
- If you or your opponent can't plug a phone into the modem, then you
- will have to type in the dialing or answer command using the Modem
- Message box. See your modem manual for details on the commands it
- will accept. Normally, one player should set his modem to auto-answer
- by clicking on their Modem Message box and typing ATS0=1 and
- pressing Return. The other player would then originate the call by
- clicking on the Modem Message box and typing ATD[phone number] or
- ATDP[phone number] for pulse dialing. The modems have connected
- when the CD light on the modem (if it exists) lights up.
-
- STARTING THE TWO PLAYER GAME
-
- First decide who will play which colour tribe. Click in one of the boxes
- beside the four colours (White, Blue, Red, or Yellow) in the You Are:
- section and a green light will appear beside your choice. You can only
- play one side, so if you change your mind then click on another colour
- choice and the first green light will extinguish and the new one light up.
- All players will start on the landscape which the player with the highest
- priority colour is using. The priorities are White first, Blue, Red, and
- finally Yellow.
-
- USING A SAVED GAME
-
- If you play from a saved game, both players will start from the beginning
- of the territory that the saved game was being played on and not from
- the position that the game was saved at. (This is the same effect as
- loading in a game and ten pressing the Replay Map button.) The main
- use of using a saved game would be to play a specific random world or
- to give access to later territories in the conquest series. Only the highest
- priority player needs to load in a saved game. Put the disk containing the
- saved game you want to use into the boot drive, click on the options
- symbol and then on the FILE button. Then select which saved game you
- want to load in (A through H) and click on the Load button.
-
- CONNECTING
-
- To connect, both player should click on the Connect button on both
- computers. A window titles Trying For Connect, Looking For Player will
- appear and the Try Number sectoin of the window will count up showing
- that the computer is trying to connect. When the machines are connected,
- the try number will freeze for a second and then a second window
- reading Sending Game Info will replace the first and the Try Number
- section indicates that the data transfer is proceeding correctly. Once the
- information has been sent, the window will disappear and the game will
- start. You can abort the connect sequence at any time by clicking on a
- cancel button.
-
- DISABLED FEATURES
-
- Two features are disabled in the two player game once you have
- connected: Loading a game and Saving a game.
-
- COMPUTER OPPONENTS
-
- If you want more of a challenge then you may wish to turn on computer
- operated tribes. To do this, bring up the Multi Player window and select
- one or two Computer opponents by clicking in one or two of the unused
- (by a human player) boxes beside each of the four colours under the
- Computer Is: section. The computer players cannot play alongside a
- human player, so if you had chosen to play the white tribe and your
- friend was playing the Blues then you could only have Red and/or
- Yellow computer controlled tribes. Also, there has to be a tribe of the
- desired colour on the map for the computer to take control of. If there is
- not such a tribe, then this command will be ignored.
-
- CHANGING SIDES
-
- You cannot change sides in the middle of a game.
-
- PAUSING
-
- Clicking the Pause button (in the GAME section of the options symbol)
- will cause both players' games to pause. This can be annoying for your
- opponent so be considerate!
-
- COMMUNICATING WITH YOUR OPPONENT
-
- You can send a message to your opponent by cliking on the Options
- Symbol, then the Game box, then Send Message button at any point
- during the game. This brings up the Send a Message window. Type your
- message up to a maximum of 120 characters and press Return to close
- the window. If you find that the keyboard is too unresponsive when
- typing a message, pause the game first.
-
- You can also talk to your opponent on the phone after a game has begun.
- Click on the Options Symbol and then click on the Game button and then
- select the Multi Play button. This will bring up the Multiplayer Login
- window on both players' machines. Note: we suggest that before doing
- this you alert the other player by sending a message of +++ ATH. Both
- players should put their modems into command mode at this point by
- typing +++ into the Modem Message Box and pressing Return. Pick up
- the phone at this point and both players should type ATH in the Modem
- Message box and press Return.
-
- This turns off the modem's carrier so if you have a phone connected to
- your modem you can talk freely with your opponent. (Note: If your
- opponent hasn't picked up the phone at this point, the phone connection
- will be lost.)
-
- To re-establish the link after bringing up this window, one player must
- type ATD first and the other must type ATA into his Modem Message
- box. Now both players should press Cancel to continue. Note: If you
- press Connect, the game will start from the beginning again.
-
- GAME OVER
-
- After somebody leaves the game in any way (e.g. Retire, Replay Map,
- Select Map, Random Map, or by winning), you'll see the Game Lost or
- Game Won picture depending on your standing in the game. At this
- point, the line will be automatically cut. If your friend got taken out by a
- computer player, then you may continue the fight on your own. To start
- another game, both players should restart the two player sequence from
- the start.
-
- POSSIBLE COMMUNICATION PROBLEMS
-
- If you're playing in Modem Mode and you get the message You are both
- <colour> even after you have tried selecting different colour options
- several times, this means your modem has not established a connection
- to the remote modem and is merely echoing back to the computer
- whatever selection you have made. You can stop the echoing by typing
- ATE0 in the Modem Message box. To fix the problem, you will have to
- redial your opponent.
-
- During communication, the program checks the data to see if it has been
- corrupted. If it corrupted, the computer will resend the data until it
- gets through. This can cause the game to pause momentarily. If the game
- pauses for more than 10 seconds for no apparen reason then both
- players should press Shift ESC to break out and continue their games
- independently.
-
- If the line is lost, there is a serious communication problem or your
- opponent quits from the game by cutting his line, the game may freeze.
- Press Shift ESC to break out of two player mode and allow the players
- to continue their games independently
-
- MESSAGES IN TWO PLAYER MODE
-
- "Message From Opponent": As your opponent types in their message
- you will see it appear in this window. Once you opponent has finished
- typing, click on the Tick Icon at the top right of the window to close it.
-
- "Error Try Again": The computer is unable to establish communications.
- Click on the Cancel button to try again.
-
- SYMBOL SUMMARY
-
- (impossible to do in ascii format dude, check the iconpicture ...)
-
-
-
- CREDITS
-
- Producers Jocelyn Ellis
-
- Assistant Producers Scott Probin and
- Rupert Easterbrook
-
- Product Management Chris Thompson nad
- Lesley Mansford
-
- Art Direction Nancy Fong
-
- Package Design Spiegelman & Associates
-
- Package Illustration Pete Scanlan
-
- Testing Jeff Haas and Kevin Shrapnell
-
- Documentation Michael Humes
-
- Docs type by [RYGAR]
-
-
- NOTICE
-
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