Theatre of War manual
- Theatre of War
- manual
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The Humble Guy's HumbleDox
Presents
Theatre of War: Complete Game Manual
THEATRE OF WAR
Contents
DEVELOPMENT BACKGROUND ................ V
THE MAIN MENU ......................... VI
GAME SCREENS .......................... VII
PERSPECTIVE ........................... VII
WARP TILES ............................ VII
GAME SCREEN TILES ..................... VII
THEATRE OVERVIEW MAP .................. VII
POSITION CRYSTALS ..................... VII
WARRIOR TILES ......................... VIII
POWER BARS ............................ VIII
CURRENT WARRIOR IMAGE ................. VIII
ACTION TILES .......................... VIII
OVERHEAD .............................. VIII
ZOOM TILES ............................ VIII
STATUS SCREEN ......................... IX
GENERAL INFORMATION ................... X
SCENARIOS AND BOARDS .................. X
WARRIORS .............................. X
SUPPLY LINES .......................... X
MEDIEVAL SET .......................... XI
WARRIORS .............................. XI
EMPEROR (1) ........................... XI
PAWN (7) .............................. XI
SWORDSMAN (2) ......................... XI
ARCHER (4) ............................ XII
CHARIOT (1 ) .......................... XII
CATAPULT (1 ) ......................... XII
ACTIONS ............................... XII
MOVE .................................. XII
REST .................................. XIII
SHIELD ................................ XIII
HOLD .................................. XIII
INSPIRE ............................... XIV
BUILD ................................. XIV
DESTROY ............................... XIV
RETREAT ............................... XIV
OFFENSIVE/DEFENSIVE ................... XIV
THROW ................................. XV
SEEK .................................. XV
PATROL ................................ XV
ASSASSINATE ........................... XV
LAUNCH ................................ XVI
HIBERNATE ............................. XVI
PREPARE ............................... XVI
RESIGN ................................ XVI
GREAT WAR SET ......................... XVII
WARRIORS .............................. XVII
GENERAL (1) ........................... XVII
SOLDIER (7) ........................... XVII
SUPPLY TENT (2) ....................... XVII
GATLING GUN (3) ....................... XVIII
TANK (2) .............................. XVIII
CANNON (1) ............................ XVIII
ACTIONS ............................... XVIII
MOVE .................................. XIX
INSPIRE ............................... XIX
SHIELD ................................ XIX
REST .................................. XIX
ENTRENCH .............................. XIX
LAY MINE .............................. XX
SWEEP MINE ............................ XX
SHOOT ................................. XX
DEFEND ................................ XXI
RETREAT ............................... XXI
RESIGN ................................ XXI
CONTEMPORARY SET ...................... XXI
WARRIORS .............................. XXI
BASE (l)............................... XXII
TANK (5) .............................. XXII
RADAR (2) ............................. XXII
MISSILE LAUNCHER (4) .................. XXII
FIGHTER (3) ........................... XXII
BOMBER (1) ............................ XXII
ACTIONS ............................... XXIII
MOVE .................................. XXIII
REST .................................. XXIII
RESIGN ................................ XXIII
SHOOT ................................. XXIV
BUILD ................................. XXIV
DESTROY ............................... XXIV
RADAR ON/OFF .......................... XXIV
SCRAMBLE .............................. XXV
AUTO FIRE ............................. XXV
ESCORT ................................ XXV
HUNT .................................. XXV
BOMB .................................. XXV
MULTI-PLAYER GAMES .................... XXVI
SAME MACHINE .......................... XXVI
SERIAL CONNECTION ..................... XXVI
SAVING ................................ XXVII
RESTORING ............................. XXVII
SHARING ............................... XXVII
KEYBOARD EQUIVALENTS .................. XXIX
TECHNICAL SUPPORT ..................... XXX
COPYRIGHT NOTICE ...................... XXX
WARNING ............................... XXX
NOTICE ................................ XXXI
Development Background
Theatre of War is a product of vision. So much so that it was not
until a few months before its release those people credited with
marketing, distributing, and selling Theatre of War were able to
fully understand what we had been crafting for so many months. It's
still a bit amazing that Theatre of War ever reached completion, but
Tom had faith in Rick's dream and in my understanding of that dream,
even though he had a hard time describing it to our distributor and
the retail channel.
Nor were marketing issues our only challenge; Super VGA is still an
undefined entity, with no hardware standards and the VESA software
standard only marginally embraced. We hope to have solved most
problems for you, our users. Oh, we know that some of you will still
have problems. That's to be expected, especially when pushing the
technological edge.
As Theatre of War nears completion, there is still worry that the
market may not understand what Theatre of War is; worry over
problems with the multitude of video cards to be supported; and
hope. Hope that you, the consumer, will enjoy this product enough to
make our efforts pay off so we may bring you more innovative
entertainment software.
For the innovation, sweat, long days, countless uploads, and sight,
thanks must be given to everyone at Artech.
Lane Roathe
The Main Menu
The first part of the main menu consists of three buttons. 'Play'
will lead directly to the game. 'Options' allows you re-configure
the game for your machine. 'About' gives information on the people
behind Theatre of War.
The second part of the main menu lets you select how you will be
playing the game, including the warrior set to use, if you will be
playing the computer or another player and the scenario or board to
play.
Each section of the options screen displays a list of the items
available, with the current selection depressed, and a scroll bar
(two arrows with a vertical bar between them) which can be used to
display items not currently displayed in the item list.
The first section allows you to select which set of warriors to use
for the game. Selecting the different sets will cause the
scenario/board listing to update for the selected set.
Theatre of War includes the following warrior sets:
1 ) Medieval
Hand to hand, Archers, and Catapults
2) The Great War
Gatling Guns, Tanks, and Cannon
3) Contemporary
Stealth, Radar, Aircraft, and Missiles
The middle section is used to let Theatre of War know if you will be
playing against a scenario or another player. Against another
player, you may play on the same machine or over a. i.s. serial or
modem connection (refer to the 'Multi-Player' section for specific
information).
The third section displays either the scenarios or boards for the
current warrior set, depending on if you are playing against the
computer or another player. Scenarios are played by the computer,
and board setups are used to play another player.
The scenario/board display also lists any saved games you
have for the current warrior set. Saved scenarios are listed with
the scenarios, saved boards with the boards. To restart a saved
game, just select it from the list.
There are several scenarios and boards for use with each warrior
set, to see the entire list be sure to scroll using the arrows (the
'scroll bar') to the right of the list.
For two player games on a single machine, you can also change the
amount of time each player has per turn. The default is 60 seconds
and can be changed as desired using the arrows to either side of the
display at the bottom of the screen.
Clicking the 'Options' button displays a screen with several buttons
on it which allow you to change the way Theatre of War is played.
You can select the way the board is drawn, change the default
settings for two player games, and turn sound effects on or off.
Turning the sound off will help if you are running low on memory.
Once you have made your selections, begin your game by clicking the
PLAY button, or pressing 'Enter'.
To exit back to the dos prompt, click the DOS button, or press the
'Esc' key.
Game Screens
Theatre of War is played using three different game screens. The
perspective and overhead views represent different views of the
theatre from which the game can be played. The status screen gives
information about your and your enemy's warriors.
PERSPECTIVE
This is the main Theatre of War screen. In the centre is the current
theatre view--a nine-square by nine-square section of the complete
theatre viewed in perspective.
Each square on the board has its own set of properties and affects
the individual warriors differently. Each warrior set has its unique
set of squares which are explained in the introduction for that set.
NOTE: Some warriors have the ability to change the properties of the
playing squares. Details are contained within the warrior action
descriptions of each set.
All of the options you'll need to fight the battle are located on
the screen surrounding the battlefield. Clockwise, beginning in the
upper left corner:
Warp Tiles
These tiles enable you to change the speed that _ time passes. Warp
1 is normal time, warp 2 is twice the normal speed, and so on.
Game Screen Tiles
Three tiles in the upper right corner of the screen control the
current view of the player. The top tile switches to the Status
Screen, the second tile switches to the overhead view, and the third
tile centres the battlefield around your currently selected warrior.
Theatre Overview Map
Immediately below the lower right corner of the current battlefield
view is the overview map. The warriors of the two powers are
represented by different coloured dots, and the currently selected
warrior is brighter than all the others. The lighter shaded portion
of the map represents the section of the battlefield that the player
is able to see on screen at the moment.
NOTE: You can quickly change the battle field view by clicking on
the map where you wish to be viewing.
Position Crystals
Four crystals located on the front of the map box let you move the
section of the battlefield that is being viewed on screen. Click
once on a crystal to shift the view one square north, ~ south, east,
or west.
NOTE: the arrow keys perform the same operation.
Warrlor Tiles
Across the bottom of the screen are 16 tiles--one for each of your
warriors. When a warrior is destroyed, its warrior tile becomes
inactive. Select a warrior either by clicking on its tile, on the
warrior itself in the current battlefield view, or by pressing the
appropriate key.
Power Bars
To the left of the Battlefield Map are two vertical bars. The left
bar represents the current warrior's strength; the right bar
represents the current warrior's health. When the warrior has all of
its strength and health, both bars are fully dark. As a warrior
loses its strength or health, the dark shading drops, leaving some
or all of the top portion transparent. Warriors without strength are
unable to move or perform other actions, including attacking or
defending. Any warrior losing all its health is removed from play.
Current Warrior Image
In the lower centre of the screen to the left of the Power Bars is a
large image of the currently selected warrior. This tells you which
warrior can be given an order at the moment. Also, in a two-player
game the colour of the image tells you whose turn it is.
Actlon Tlles
Immediately below the lower left corner of the bafflefield view, to
the left of the Current Warrior Image, are the most important tiles
on the screen. These six tiles control the actions of the currently
selected warrior.
NOTE: Because each type of warrior has different actions, the Action
Tiles change according to which warrior is currently selected. Each
warrior's possible actions are described in the Action section for
its warrior set.
OVERHEAD
The controls available here are almost identical to those in the
front view, except that there are no Battlefield Map, Current
Warrior Image, or Power Bars. Instead, added to the other controls
are two zooming tiles.
Zoom Tiles
To the right of the current battlefield view, just below centre in
the margin, are the Zoom/Unzoom tiles. Click the upper tile to zoom
in (letting you see less area, but in more detail). Click in the
lower tile to zoom out (letting you see more play area, but in less
detail).
NOTE: Zooming out will expand the view until all of either the
horizontal or vertical squares are displayed. Thus if a board is not
square, even at the furthest zoom level you may need to scroll to
see the entire board.
STATUS SCREEN
This screen lets you see the strength and health levels of your and
your enemy's warriors at a glance. Each warrior is represented by
its image and two small Power Bars (see Theatre Overview Map above).
If a warrior has been destroyed, its image will not be shown.
Warriors currently engaged in battle or performing an action are
shown animated in their windows on the status screen. This is the
quickest way to get an overall situation report on your warriors.
You can switch between viewing your warriors and your enemy's
warriors by pressing the 'U' key.
The warrior selection tiles are located across the bottom of the
screen so that you can select a warrior before exiting. The selected
warrior's tile is highlighted.
General Information
Like traditional board games, Theatre of War involves a board and
playing pieces, referred to as warriors. Unlike traditional board
games, the warriors in Theatre of War do not have specific moves,
but rather 'actions' that they may perform. Additionally, the board
squares can be changed by warriors and the board is not limited to a
fixed size or arrangement. Finally, action in Theatre of War is not
based on turns, but rather real-time, meaning that your opponent is
moving his warriors at the same time you are!
SCENARIOS AND BOARDS
There are two types of game setups in Theatre of War. Scenarios are
designed for one player, and consist of a board, an arrangement of
warriors, and a computer opponent. Boards are designed for two
players, and consist of a board layout and a warrior arrangement.
Each scenario or board has all or part of a set of warriors present.
There is no predetermined placement for the warriors, nor is the
board layout predetermined. Each board or scenario has been designed
with a different challenge in mind. Study of the board layout and
warrior placement at the beginning of a game will help in planning a
winning strategy.
WARRIORS
Each set of warriors in Theatre of War contains six different types
of warriors, arranged into a set of sixteen. Some are more obviously
powerful, but all have their uses in the advancement of a successful
campaign.
Warriors without strength are unable to move or perform other
actions, including attacking or defending. Any warrior losing all
its health is removed from play.
Straight line paths are rarely used by warriors moving from one
square to another. Instead, each warrior determines the quickest
route to the destination square. The terrain of intervening squares
and the presence of enemy warriors can cause the moving warrior to
take an indirect path in reaching its destination square.
Whenever a warrior shoots a projectile, the projectile will try to
hit an enemy warrior. If an enemy warrior and friendly warrior
occupy the same square, the enemy warrior will take damage. However,
if only a friendly warrior is present in the square, then that
warrior will take damage.
SUPPLY LINES
Supply lines are used by all warrior sets as a basis for resting,
re-supplying, and healing warriors. A supply line can be attached
either directly or indirectly. A Warrior is directly attached if it
is in a square adjacent to the supplier, and indirectly attached if
it is in a horizontal, vertical, or diagonal path from the
supplier's square. Indirect attachment also requires that there be
no empty or enemy held squares between the supplier and the warrior
requesting supply. Each warrior set has it's own rules and special
cases for supply and attachment. Refer to each set's introduction
for specifics.
Medieval Set
The Medieval Set is based upon hand to hand combat with only two
warriors capable of attacking enemy warriors at a distance, the
Archer and the Catapult. The object is to take your opponent's
Emperor.
There are three speeds of ground squares, slow, medium, and fast.
Pawns are able to change the speed of a square. All warriors are
effected by a square's speed.
WARRIORS
Each description below includes a summary of the warrior's
characteristics. Immediately following the title of each warrior is
a list of actions available to that warrior. Actions are initiated
by selecting the warrior's Action Tiles, and are explained in the
Actions section.
Warriors recover strength, health and supplies from the Emperor. The
Pawn may recover anywhere on the board, but the rest of the warriors
must be connected to the Emperor via a supply line.
Emperor (1)
Actions: Move, Inspire, Shield, Rest, Resign
Although the Emperor is your most important warrior, it is also the
second-weakest. It can only kill a Pawn in a one-to-one battle. If
the Emperor dies, you lose. The Emperor may resign a game.
The Shield action is different for the Emperor. When active, all
attached warriors will be protected. This causes the protected
warriors to take half the damage they normally would during combat.
This drains strength for the Ernperor.
Pawn (7)
Actions: Move, Build, Destroy, Rest, Retreat
Even though it is the weakest warrior on the board (anything can
kill it in a one-to-one battle), the Pawn is also the warrior with
the most options. Its most important option is the ability to
operate in either attack or defensive mode. Each mode affects the
operation of the other options. For exarnple, a Pawn in defensive
mode will take a little more time to perform an action, take less
damage if attacked, and do less damage if it attacks.
Swordsman (2)
Actions: Move, Defend, Hold, Rest
The Swordsman is a powerful fighting warrior. Its speciality is
hand-to-hand combat, and it does this well.
Archer (4)
Actions: Move, Throw, Defend, Rest, Hold
The Archer can throw a projectile at an enemy in the distance,
inflicting damage to the target if the projectile hits. In hand-to-
hand combat it is fairly efficient, but not at the level of a
Swordsman. Care must be taken to keep Archers from being killed off
too quickly. Archers hold a limited number of projectiles.
Chariot (1 )
Actions: Move, Seek, Patrol, Rest, Assassinate
The Chariot is the fastest warrior on the battlefield and has plenty
of fighting power and options. It can patrol a certain area of the
board, or be sent to attack the closest warrior or to attempt to
assassinate the enemy Emperor.
Catapult (1)
Actions: Move, Launch, Rest, Hibernate, Prepare
The Catapult is the most powerful warrior on the battlefield. It can
destroy anything in a one-on-one battle and a single one of its
projectiles can kill an enemy warriors at quite a distance. It is
also rather slow and therefore an easy target for the enemy. The
Catapult holds a limited number of projectiles.
Actions
To have a warrior perform an action:
1) Select the warrior by clicking the mouse pointer on the warrior
in any of the following locations:
ù Current battlefield view (front or overhead views)
ù Status screen
ù Warrior tile (at the bottom of every screen)
2) Click the mouse pointer on the appropriate action tile (Front and
Overhead views only).
3) If necessary for the specific action, move the highlighted box
around on the battlefield and locate the target or destination for
the warrior's action using the mouse or 'Alt' plus the arrow keys.
4) Click the left mouse button or press 'Enter' to select the
highlighted target or destination square.
NOTE: If you choose an action that requires selection of a
highlighted square, but you then change your mind and wish to choose
a different warrior or action, click the right mouse button to exit
the process and begin again.
MOVE
Warriors: All
This action moves the warrior to a new square. When a warrior is
moving it will not attack enemy warriors located near its course of
travel, and will defend itself poorly. Different warriors move at
different speeds and expend different amounts of strength in moving.
To move a selected warrior:
1) Click the Move action tile; a highlight box is displayed on the
battlefield.
2) Move the box until it highlights the desired square.
3) Press the left mouse button, or press 'Enter'.
NOTE: If an enemy warrior is located in the new square, your warrior
will attack upon arrival.
NOTE: Warriors do not move toward their destinations in a straight
line. They move along the fastest path available. Remember that the
lighter squares are the fastest to move over, medium squares are a
little bit slower, and the darkest squares are very slow.
REST
Warriors: All
This action directs a warrior to stop what it is currently doing and
enter rest and recovery mode. When a warrior is in Rest mode its
strength and health levels will return to maximum.
Only Pawns and Emperors rest on their current square (or on the next
square they enter). All other warriors must be located in a square
adjacent to the Emperor before stopping and resting. If such a
warrior has the strength to return to the Emperor, it will do so
automatically before resting. Otherwise, you will have to bring the
Emperor to the exhausted warrior to begin its recovery!
NOTE: A warrior in rest mode may only exit the mode when its maximum
strength and health have returned. While in rest mode the warrior
cannot attack the enemy, and will not defend itself well if
attacked. Beware! This means that you have no control over a warrior
in rest mode. A warrior in rest mode is easy prey for the enemy!
SHIELD
Warriors: Emperor, Swordsman, Archer
This action puts the warrior into a defensive mode. The warrior will
stop or stay where it is and, if forced into battle, will defend
itself a little better than it normally would. Since its efforts are
primarily defensive it does not inflict quite as much damage during
combat.
The Shield action is different for the Emperor. When active, all
warriors attached to the Emperor will be protected. This causes the
protected warriors to take half the damage they normally would
during combat. This drains strength of the Emperor.
HOLD
Warriors: Archer, Swordsman
This action puts a warrior into guard mode. An Archer ordered to
Hold will throw projectiles at all enemy warriors within its range.
A Swordsman will seek out the closest enemy warrior and engage it in
battle.
INSPIRE
Warriors: Emperor only
Inspire causes your Emperor to stop moving and give strength and
health to all friendly non-Pawn warriors. To benefit from an
Emperor's inspiration, warriors must be idle, and must be in a
supply line to the Emperor.
BUILD
Warriors: Pawn only
Build upgrades the terrain of a square to a faster surface,
improving the speed at which your warriors may move through. If the
square has a dark, slow surface, it will be upgraded to medium. If
the square has a medium surface it will be upgraded to a light, fast
surface. If the tile is already fast, it will not change.
To upgrade the surface of a square:
1 ) Click the Build action tile; a highlight box is displayed on the
battlefield.
2) Move the box until it highlights the desired square.
3) Press the left mouse button, or press 'Enter'.
DESTROY
Warriors: Pawn only
Destroy is exactly the opposite of Build (please see above). Instead
of upgrading a square, the Pawn will degrade the square to a slower
surface, if possible. This is used to slow down the advance of enemy
warriors.
RETREAT
Warriors: Pawn only
This action sends a Pawn either to the side of the Emperor, or to a
selected square.
NOTE: Unless you specify a destination first, Retreat will always
send the selected Pawn to the Emperor.
OFFENSIVE/DEFENSIVE
Warriors: Pawn only
This action toggles between offensive and defensive modes for a
selected Pawn. A Pawn in defensive mode carries a shield, while a
Pawn in an offensive mode carries a sword. In general, a Pawn in
defensive mode is slower and does less damage in battle, but
receives less damage in battle.
THROW
Warriors: Archer only
This action directs an Archer to throw a projectile at the targeted
enemy warrior. Projectiles inflict minimal damage to the target, and
several hits are required to destroy an enemy warrlor.
To target and throw for a selected Archer:
1 ) Click the Throw action tile; a highlight box is displayed on the
battlefield.
2) Move the box until it highlights the desired square.
3) Press the left mouse button, or press 'Enter'.
When an Archer has used up all of its projectiles, it must enter
Rest mode adjacent to the Emperor to reload. If an Archer is ordered
to throw, but has no projectiles, nothing will happen.
SEEK
Warriors: Chariot only
This action directs the Chariot to seek out and attack the closest
enemy warrior. The Chariot will continue performing this action
until given a new action, its energy is exhausted or it is destroyed
in battle.
PATROL
Warriors: Chariot only
This action directs the Chariot to patrol back and forth between its
current square and a specific destination square. Enemy warriors
that enter within this patrol will be attacked by the Chariot.
To set a Chariot on patrol:
1) Click the Patrol action tile; a highlight box is displayed on the
battlefield.
2) Move the box until it highlights the desired square.
3) Press the left mouse button, or press 'Enter'.
ASSASSINATE
Warriors: Chariot only
This action directs the Chariot to locate and attack the enemy
Emperor. During its search the Chariot will try to avoid enemy
warriors, concentrating its efforts on destroying the enemy Emperor.
NOTE: When fighting in this mode the Chariot will do more damage
than in normal battle, but is also more easily damaged.
LAUNCH
Warriors: Catapult only
This action directs the Catapult to launch a projectile at a
targeted enemy warrior. A single hit from the catapult can be enough
to destroy an enemy warrior!
To target a launch for the selected Catapult:
1 ) Click the Launch action tile; a highlight box is displayed on
the battlefield.
2) Move the box until it highlights the desired target.
3) Press the left mouse button, or press 'Enter'.
NOTE: When a Catapult has used up all of its projectiles, it must
enter Rest mode adjacent to the Emperor to reload. If a Catapult is
ordered to launch, but has no projectiles, nothing will happen.
HIBERNATE
Warriors: Catapult only
This action directs the Catapult to stop all actions and go into
full defensive mode. While hibernating, the Catapult cannot Move or
Launch, but at the same time cannot be damaged in any way.
PREPARE
Warriors: Catapult only
This action brings a Catapult out of hibernation mode.
Unfortunately, it takes the Catapult a fairly long time to get out
of hibernation; while doing so it cannot fight and is very
vulnerable to attack.
RESIGN
Warriors: Emperor only
This action surrenders and quits the game. You have a few seconds to
cancel the Resign command before it takes effect.
Great War Set
This set uses warriors based on the technologies present during the
Great War. There is still hand to hand combat; however, most
warriors shoot projectiles at the enemy before engaging in hand to
hand combat. The objective is to take your opponent's General.
All squares have the same movement rate. Some tiles are now
dangerous to enter, as they contain one or more mines. Whether laid
by friendly or enemy warriors, mines are impartial as to whom they
damage.
WARRIORS
Each description below includes a summary of the warrior's
characteristics. Immediately following the title of each warrior is
a list of actions available to that warrior. Actions are initiated
by selecting the warrior's Action Tiles, and are explained in the
Actions section.
Warriors may be in a supply line with either the General or a Supply
Tent in order to resupply. Supply Tents must be in a supply line
with the General to fully resupply themselves, and the General must
call for resupply in order to keep providing supply to all the other
warriors.
GENERAL (1)
Actions: Move, Inspire, Shield, Rest, Resign
Although the General is your most important warrior, it is also the
second-weakest. It can only kill a Soldier in a one-to-one battle.
If the General dies, you lose. Also, only the General can resign a
game. When healing or re- supplying a warrior, the General should be
resting in order to quickly recover the transferred health and
supply.
The General Rests on its current square.
SOLDIER (7)
Actions: Move, Mine, Rest, Retreat, Entrench
Even though it is the weakest warrior on the board (anything can
kill it in a one-to-one battle), the Soldier is also the warrior
with the most options, including the ability to lay and sweep mines.
SUPPLY TENT (2)
Actions: Move, Rest, Entrench
Supply Tents are important in their support of other warriors. They
should be placed out of the way of battle as they are poor fighters.
Health and supply is transferred from the Supply Tent to the resting
warrior, so Supply Tents must themselves be rested often.
An exhausted Supply Tent must be attached to the General to Rest and
fully resupply.
GATLING GUN (3)
Actions: Move, Rest, Shoot, Defend, Retreat, Entrench
The Gatling Gun is a short-range, slow moving weapon which fires
projectiles at several squares simultaneously. Caution should be
exercised in its use, for it may damage friendly warriors as well as
enemy warriors!
TANK (2)
Actions: Move, Rest, Shoot, Defend, Retreat
The Tank is a fast-moving armoured warrior which shoots powerful
projectiles. Although it can't shoot as far as the cannon, it is
invulnerable to small weapons fire.
CANNON (1 )
Actions: Move, Rest, Shoot, Defend, Retreat Entrench
The Cannon is a fairly quick-moving and powerful warrior and can
fire projectiles long distances. Although it lacks the ability to
target at shortrange, it can defend itself as well as a Soldier.
ACTIONS
Each action below is followed by a list of the warriors able to
perform the action and a description of the action. To have a
warrior perform an action:
1) Select the warrior by clicking the mouse pointer on the warrior
in any of the following locations:
ù Current battlefield view (front or overhead views)
ù Status screen
ù Warrior tile (at the bottom of every screen)
2) Click the mouse pointer on the appropriate action tile (Front and
Overhead views only).
3) If necessary for the specific action, move the highlighted box
around on the battlefield and locate the target or destination for
the warrior's action using the mouse or 'Alt' plus the arrow keys.
4) Click the left mouse button or press 'Enter' to select the
highlighted target or destination square.
NOTE: If you choose an action that requires selection of a
highlighted square, but you then change your mind and wish to choose
a different warrior or action, click the right mouse button to exit
the process and begin again.
MOVE
Warriors: All
This action moves the warrior to a new square. When a warrior is
moving it will not attack enemy warriors located near its course of
travel, and defends itself poorly. Different warriors move at
different speeds and expend different amounts of strength in moving.
To move a selected warrior:
1) Click the Move action tile; a highlight box is displayed on the
battlefield.
2) Move the box until it highlights the desired square.
3) Press the left mouse button, or press 'Enter'.
NOTE: Warriors do not move toward their destinations in a straight
line. They move instead along the fastest path available. Remember
that the lighter squares are the fastest to move over, the medium
squares are a little slower, and the darkest squares are very slow.
NOTE: If an enemy warrior is located in the new square, your warrior
will attack upon arrival.
INSPIRE
Warriors: General only
This action forces your General to stop moving and heal (give
strength and health) all friendly non-Soldier warriors. To benefit
from Inspire, warriors must be idle, and must be located in one of
these positions:
1) a straight horizontal path from the General's square, 2) a
straight vertical path from the General's square, 3) a straight
diagonal path from the General's square, or 4) a square adjacent to
the General.
SHIELD
Warriors: General only
In order to be shielded, warriors must be within two squares of
being attached to the General but not necessarily adjacent to his
square. Shielded warriors take only half the damage normally taken
during combat. Shield costs the General strength.
REST
Warriors: All
This action directs a warrior to attach to a supply line and Rest in
order to regain strength, health, and supply.
NOTE: Supply Tents must be in a supply line attached to the General
in order to fully resupply.
ENTRENCH
Warriors; All except General
This action directs the selected warrior to stop all other activity
and build a safe hole in which to hide. Entrench takes a while to
complete, but once the warrior is entrenched it will only take half
of the damage normally inflicted during combat.
NOTE: Large Warriors take longer to entrench than smaller
warriors. Soldiers are the quickest and most successful, and
supply tents are the slowest.
LAY MINE
Warriors: Soldier only
Lat mine adds a mine to the current square, which turns a dark grey
colour, any warrior, enemy or friendly, will he damaged by the mine
upon entering the square. Up to sixteen mines may be laid on one
square. Each mine in a square attacks a single warrior and is then
used up. If another mine remains in the square, the next warrior to
enter will take damage, until no more mines remain on the square, at
which time the square will revert to a normal
square.
To order a selected soldier to lay mineS:
1) click the lay mine action tile; a highlight box is displayed on
the batt1efie1d.
2) move the box until it highlights the desired square.
3) Press the left mouse button, or press Enter.
SWEEP MINE
Warriors: Soldier only
This action directs a warrior to remove all mines from all squares
between their current square and a selected square. The soldier
moves very slowly into the square without taking any damage, and
begins eliminating mines. The Soldier continues to sweep mines until
the square is free of mines or the soldier runs out of strength.
To order a selected soldier to sweep for mines:
Click the sweep mine action tile; a highlight box is displayed on
the battlefield.
Move the box until it highlights the desired square.
Press the left mouse button, or press 'Enter'.
SHOOT
Warriors: gatling guns, tanks, Cannon
This action directs a selected warrior to fire at a target range.
Gatling guns fire an arc of projectiles.
To target and Shoot for a Selected Warrior:
1) Click the shoot action tile; a high1ight box is displayed On the
batt1efie1d.
Move the box until it highlights the desired target;
Press the left mouse button, or press 'Enter'.
Warriors who have used up all of their projectiles must enter
Resupply mode adjacent to a supply tent to reload. If a warrior is
ordered to launch, but has no projectiles, nothing wi11 happen.
DEFEND
Warriors: Gatling Guns, Tanks, Cannon
Defend directs a warrior that is capable of shooting to protect an
area within it's firing range. If an enemy enters a square within
the warrior's range, it will target and shoot automatically every
few seconds. Gatling Guns and Tanks fire multiple shots at any enemy
warriors in their range. The Cannon only fires a single shot at a
time.
NOTE: Enemies that manage to move inside the shooting warrior's
range will not be fired on. Also, moving warriors are harder to hit
and take less damage than stationary warriors.
RETREAT
Warriors: All except General
Retreat directs a warrior to attempt an escape toward the General.
Movement is a bit faster than normal at a bit higher strength cost
than normal.
NOTE: The warrior will try to avoid getting into fights as it
retreats. If it is attacked it won't fight back and will continue
running.
RESIGN
Warriors: General only
This action surrenders and quits the game. You have a few seconds to
cancel the Resign command before it takes effect.
Contemporary Set
An abstraction of contemporary air warfare with a futuristic look.
Includes aircraft, radar and stealth, projectile and missile
weapons. Object is to take the enemy Base.
All warriors except the base are normally invisible to the other
player until a warrior comes within sighting range or a radar is
turned on. Warriors are temporarily visible to the opposing player
whenever they use their weapon.
There are three ground types; desert, road, and airfield. Ground
warriors move at different speeds through all the terrains, desert
being the slowest, airfields the fastest. Aircraft may only land on
and take off from airfields.
WARRIORS
Immediately following the title of each warrior is a list of actions
available to that warrior. The actions for the warriors are
explained in the following Actions section.
A warrior may refuel from any tank or base in the supply line that
has spare fuel. If the supply line includes the Base, repairs and
ammunition may also be procured.
BASE (1)
Actions: Rest, Resign
Losing the Base loses the game. Other warriors may recover energy,
damage and ammunition here. It takes a few bomb hits or many missile
and /or tank hits to destroy it. The base is visible to the enemy at
all times, resting and healing at its fixed position. The Base can
only see enemy warriors in the same square.
TANK (5)
Actions: Move, Rest, Shoot, Build, Destroy
The Tank is used for ground attacks and building roads or landing
strips. Tanks also carry fuel for refuelling the other warriors.
Tanks move at normal speed and can only see enemy warriors in the
same square, however they are visible to enemy warriors in adjacent
squares.
RADAR (2)
Actions: Move, Rest, Radar, Scramble, AutoFire
These warriors are the eyes of the player. Radar makes hard-to-see
enemy airplanes visible. Radar controls targeting and launching of
missiles and fighter aircraft and has control over all nearby
Missile Launchers.
All enemy warriors in the radar's range (ten squares) are visible
when the Radar is on. When off, only enemies in the same square are
visible. This warrior is visible to all enemies within the same
radar range when the Radar is turned on.
MISSILE LAUNCHER (4)
Actions: Move, Rest, Shoot
The Missile Launcher is used for defending important locations.
Launched missiles are best against aircraft or tanks. A missile
lander moves at normal speed, and can only see enemy warriors in its
own square.
FIGHTER (3)
Actions: Move, Rest, Shoot, Escort, Hunt
The Fighter is a very quick moving warrior, which fires missiles at
opponents. It cannot be stationary while in flight, and may only
land on an airfield square. If the Fighter runs out of energy while
in flight it will try to land, crashing if not over an airfield.
During movement, effects of terrain are ignored by this warrior.
The Fighter can intercept and do battle, i.e. dog-fight, with an
enemy Fighter. While flying it can see enemy warriors a few squares
in front of it, and is visible to those same warriors.
BOMBER (1)
Actions: Move, Rest, Bomb, Home Base, Seek Base
The Bomber is used primarily to destroy the enemy base. Uses rnore
energy than a fighter to fly the same distance, and only carries a
single bomb.
ACTIONS
To make a warrior perform an action:
1 ) Select the warrior by clicking the mouse pointer on the warrior
in any of the following locations:
ù Current battlefield view (front or overhead views)
ù Status screen
ù Warrior tile (at the bottom of every screen)
2) Click the mouse pointer on the appropriate action tile.
3) If necessary for the specific action, move the highlighted box
around on the battlefield and locate the target or destination for
the warrior's action using the mouse or 'Alt' plus the arrow keys.
4) Click the left mouse button or press 'Enter' to select the
highlighted target or destination square.
NOTE: If you choose an action that requires selection of a
highlighted square, but you then change your mind and wish to choose
a different warrior or action, click the right mouse button to exit
the process and begin again.
MOVE
Warriors: All except the Base
This action moves the warrior to a new square. When a warrior is
moving it will not attack enemy warriors located near its course of
travel, and will defend itself poorly. Different warriors move at
different speeds and expend different amounts of strength in moving,
and aircraft ignore the effects of terrain while flying.
To remove a selected warrior:
1) Click the Move action tile; a destination square is highlighted
on the battlefield.
2) Move the square until it highlights the desired square.
3) Press the left mouse button or press 'Enter'.
NOTE: Warriors do not move toward their destinations in a straight
line. They move along the fastest path available. Remember that the
airfields are the fastest to move over, and the desert is very
restrictive.
REST
Warriors: All
Rests the selected warrior, allowing it to recover energy, and
acquire ammunition. If the warrior is not in a supply line it will
move to the nearest Tank or to the Base (energy allowing) before it
starts to Rest. If the supply line includes the Base, damage may
also be repaired. Aircraft simply land on the current square, and if
it isn't an airfield, crash!
RESIGN
Warriors: Base only Surrenders and ends the game.
You have a few seconds to cancel the Resign command if you change
your mind.
SHOOT
Warriors: Fighter, Launcher, Tank
Causes the selected warrior to shoot a projectile or missile at a
target square. Range of the shot is dependent on the firing warrior.
The firing warrior is visible to the enemy for a brief period.
To have a selected warrior shoot:
1) Click the Shoot action tile; a target square is highlighted on 1)
the battlefield.
2) Move the square until it highlights the desired target.
3) Press the left mouse button or press 'Enter'.
BUILD
Warriors: Tank only
Build causes the selected Tank to make a desert into a road and a
road into an airfield. This does not affect airfield squares. This
is a high energy use operation, and it would be wise to have a
supply line set up.
To have a selected Tank build:
1) Click the Build action tile; a destination square is highlighted
on the battlefield.
2) Move the square until it highlights the desired square.
3) Press the left mouse button or press 'Enter'.
DESTROY
Warriors: Tank only
Destroy causes the selected Tank to make an airfield into a road and
a road into a desert. Doesn't affect desert squares. This is a high
energy operation, and it would be wise to have a supply line set up.
To have a selected warrior Destroy:
Click the Destroy action tile; a destination square is highlighted
on the battlefield.
Move the square until it highlights the desired square.
Press the left mouse button or press 'Enter'.
NOTE: Shooting at an empty square has the same affect.
RADAR ON/OFF
Warriors: Radar only
Turns on and off the Radar. On makes all enemy aircraft and Missile
Launchers within range visible and the Radar more likely to be
visible to the enemy. Consumes energy, and is turned off during
movement.
SCRAMBLE
Warriors: Radar only
Scrambles any Fighter planes within its influence. The aircraft take
off and fly towards enemy warriors that the Radar can detect. Has an
on/off mode button.
You may wish to leave your fighters in Hunt mode so Scramble will
cause them to follow the enemy warriors.
AUTO FIRE
Warriors: Radar only
Another mode button. When on, an attached Missile Launcher will fire
at warriors that the radar can detect. The launchers will continue
to fire until this mode is turned off or the launchers run out of
ammunition. Launchers running out of ammunition will rest until they
have more and then resume the attack.
ESCORT / HOME BASE
Warriors: Fighter, Bomber
Escort causes the selected Fighter to automatically follow the
Bomber. This is used to provide fighter cover. If the Bomber lands,
the Fighter will land on the same square. Escort causes the Bomber
to head for its Base.
HUNT / SEEK BASE
Warriors: Fighter, Bomber
Hunt causes the selected Fighter to follow the nearest visible enemy
warrior. Preference is given to airborne warriors, and in particular
the Bomber, for area defence.
Hunt causes the Bomber to seek out the enemy Base.
BOMB
Warriors: Bomber only
The Bomber has a firing range of a single square, so it must be
immediately on or next to its target in order to score a hit. The
Bomber carries a single bomb, and should take off near its target as
it uses energy quickly. This is used primarily to destroy the enemy
Base.
To have Bomber drop a Bomb:
1) Click the Bomb action tile; a target square is highlighted on the
battlefield.
2) Move the square until it highlights the desired target.
3) Press the left mouse button or press 'Enter'.
Multi-Player Games
Theatre of War may be played by two players either on the same
computer using turns, or in real-time using two computers hooked
together via a serial connection.
SAME MACHINE
A two-player game is played in a series of turns. Player 1 has 60
seconds to enter any number of moves he wishes. When his time
expires, Player 2 has the same amount of time to enter his or her
moves.
After Player 2's time expires, Player 1 can proceed again.
NOTE: The default time for each player's move is 60 seconds, but
this can be altered during game start up. (See Starting The Game ).
SERIAL CONNECTION
In order to connect two computers together for serial connection
games, a null modem cable is required. A serial printer cable should
work fine, as long as it has the correct connectors for each
computer. If you have a modem cable already, you can purchase a null
modem adapter rather inexpensively at most electronic stores. You
may also require a gender changer in order to get the correct
connection for a computer on one side of the cable.
After selecting a two player serial game, a 'chat box' and serial
options dialogue will pop up. The chat box consists of a couple of
text lines for each machine (e.g.. The top lines are for incoming
text, the bottom lines for outgoing text.) The serial options box
contains baud rate adjustment and "OK" and "CANCEL" buttons. If the
player clicks the cancel button, the game returns to the main menu.
NOTE: It is very important that you know the baud rate of the other
machine, if you are connected via a serial cable, or the baud rate
you will be connecting at if you are connecting via a modem.
When a player types text, if the serial connection is good and the
baud rate is set properly, the text being typed appears in the
outgoing area of the chat box. This works whether two machines are
hooked up directly with a null modem cable, or if the machine is
hooked up to a modem.
If the machine is hooked up to a modem, the player must initiate the
connection to the other machine by typing ATD. Modems
that have MNP or v.bis error correction or data compression can
cause problems with real- time games. Please refer to your manual
for instructions on how to disable all error correction and data
compression.
Once a connection is made (or if a null modem cable is used), the
player should click the OK button. A dialogue box appears stating
'Waiting for the other machine...' and containing a cancel button.
When the other player clicks his OK button, and the connection
between the machines is good, the game will proceed. If the
connection is bad, both machines will just sit there waiting for the
other one, and both players must click 'Cancel'.
During the game, if either player pauses the game, both machines
will be paused and the chat box pops up again so that the players
can type messages to each other.
SAVING & RESTORING GAMES
Theatre of War allows you to save and restore games. Each saved game
belongs to its specific warrior set and can not be loaded when
another warrior set is selected.
SAVING
To save a game during play, press the 'Alt + S' key combination.
Theatre of War asks you for a name to save the game under. This name
can be up to eight (8) letters, and is used as the file name when
saving the game to disk.
RESTORING
Restoring a game is equally simple, as saved games are restored in
the same manner as starting a new one. Each of your saved games will
be displayed with either the scenarios (if you saved a computer
scenario game) or the boards (if you saved a two player game) and
you can select it just as you would a new game. Refer to the Main
Menu section for specifics on starting a game.
SHARING
A saved game can be shared by copying the saved game file from one
Theatre of War game to another. Saved games for each warrior set are
stored in the directory for that warrior set. These are located
inside the Theatre of War directory. The first three sets's
directories are named:
T1 -Medieval Set
T2 -Great War Set
T3 -Contemporary Set
TROUBLE SHOOTING
Theatre of War is a very sophisticated game, which is a fancy way of
saying a lot can go wrong. The following paragraphs, along with the
Three-Sixty Trouble Shooting Guide included in this package will
hopefully solve your problems.
UNABLE TO USE SUPER VGA
Theatre of War requires a Super VGA card and a VESA driver for that
card in order to work in Hi-res. The installation program will try
to install the correct driver for your card, but with so many cards
out it my not succeed. If not, you will need to provide a driver.
One should be on the floppy disk supplied with your card.
NO SOUND OR MUSIC
We support the AdLib, SoundBlaster and SoundBlaster Pro sound cards.
To hear the music or sound effects, you must select the correct
sound card during installation.
GAME DOESN'T RUN
Theatre of War requires 560K of main memory. DOS 5.0 is recommended,
and should be loaded hi. EMS or XMS is required for Super VGA, and
an appropriate driver be loaded. See the Trouble Shooting Guide for
more help.
Keyboard Equivalents
Esc .......... exit to menu screen
Up arrow ..... scroll map up
Down arrow ... scroll map down
Left arrow ... scroll map left
Right arrow .. scroll map right
P ............ 3-D perspective view
O ............ overhead view
PgUp ......... zoom in (or + on num. pad)
PgDn ......... zoom out (or - on num. pad)
C ............ centre map on selected warrior
I ............ information screen toggle
U ............ toggle friendly/enemy info
F1 ........... warp speed 1
F2 ........... warp speed 2
F3 ........... warp speed 3
F4 ........... warp speed 4
R ............ retreat all men
M ............ music toggle (on/off)
N ............ toggle sound effects
F ............ force other player (1 or 2)
Space ........ Pause game
ALT + S ...... Save current game
F5 (or Q) .... action 1 for selected warrior
F6 (or W) .... action 2
F7 (or E) .... action 3
F8 (or A) .... action 4
F9 (or S) ... action 5
F10 (or Z) .. .action 6
Enter ....... ....execute selected action
Del.......... ....cancel selected action
Selecting a destination square for an action:
Alt ......... +Up Arrow moves up one square
Alt ......... +Down Arrow moves down one square
Alt ......... +Left Arrow moves left one square
Alt ......... +Right Arrow moves right one square
These keys select specific warriors, corresponding to the
warrior tiles at the bottom of the screen:
K, ',1, 2, 3, 4, 5, 6, 7, 8, 9, 0, -, =, Backspace, \
Tab ......... ....select the next warrior
Caps Lock ... ....select previous warrior
Modem Information
America Online: ThreeSixty
CompuServe: 7611,240
GEnie: THREE-SIXTY
Internet: 76711.240 COMPUSERVE.COM
Technical Support
If you have any queries about this product, Electronic Arts'
Customer Service Department can help. If your question isn't urgent,
please write to us at:
Electronic Arts Customer Service, P.O. Box 835, Slough, Berkshire,
England. SL3 8XU.
Please be sure to include the following information in your letter.
ù Type and model of computer you own
ù Any additional system information (e.g. make and model of printer,
hard disk, video card/ display etc)
ù Type of operating system or DOS version number
ù Full description of the problem
If you need to talk to someone immediately, call us on (0753) 546465
Monday to Friday during normal business hours. Please have the above
information ready when you call. This will help us answer your
question in the shortest possible time.
Theatre of War
Strategy and Conquest in Real-Time
Trouble Shooting and Installation Instructions
Hard Drive Installation
The installation program will unpack the Theatre of War program and
data files, and configure the game for your video and sound
capabilities. The following instructions assume that A: is the
floppy drive you will be inserting the Theatre of War disks in, and
C: is the destination Hard drive. Be sure to use the appropriate
designations below if you are using drives other than A; or C: for
this installation.
To run the installation program, insert disk 1 in the A: drive and
type the following from the DOS prompt:
A:
INSTALL C:\TWAR
You will be asked to insert Disk 2 in the A drive during the
installation. When finished, Theatre of War will be installed on C:
in the sub directory TWAR. Change the command line appropriately if
you wish to use a different drive or sub directory.
Playing Theatre of War To play a game, enter the Theatre of War sub
directory and type:
TWAR
Configuring Theatre of War
After installing Theatre of War, you can change some of its
operations in the 'Options' screen at the Main Menu. However, if you
add a sound card or upgrade to a super VGA graphics adapter you will
need to re configure Theatre of War. To do this, enter the Theatre
of War sub directory and type:
CONFIG
This program will take you through the same process as when you
installed Theatre of War. Here you can let the program know which
sound card you have, and select the best video mode your VGA adapter
supports.
Memory usage and hints Theatre of War requires 640K to operate in
320x200x256 colour mode and 2Mb to operate in 640x480x256 Super VGA
mode. Obtaining memory for either mode is made easier by running DOS
5 and a memory manager such as EMM386 or QEMM
An unfortunate limitation of MS-DOS is that programs are limited to
a maximum of 640K of base memory. Memory above this is referred to
as either (XMS) or expanded (EMS) memory. Theatre of War will make
use of either of these protocols: however expanded (EMS) is
preferable as game play is much faster. (NOTE: actual memory
requirements are approximately: 500K for all configurations, 500K of
EMS/XMS for 640x400, 610K of EMS/XMS for 640x480 & 40K more EMS/XMS
for digitised sound in hi res.
Refer to the Three-Sixty Trouble Shooting Guide for specific help in
obtaining more memory.
READ.ME file on disk:
It is very important that you read the file READ.ME on disk 1 ! To
do so from the A:>, type:
TYPE READ.ME | MORE
Three-Sixty Troubleshooting Guide
This guide is designed to aid you in setting up your computer to
maximise the amount of memory available to programs. Many
Three-Sixty products are extremely complex programs and require more
conventional memory than a "typical" PC system configuration may
provide. While a typical IBM computer will have up to two megabytes
or more of RAM, not all of this memory is directly available to
programs. MS-DOS will normally allow programs to access a maximum of
640K of RAM for executable code, regardless of how much RAM is
actually present in the computer.
Obtaining More Memory If your computer's configuration loads many
memory resident programs (also known as TSRs) and/or drivers (for a
disk cache, RAM drive, etc.) then it is likely that the remaining
unused base memory will not be enough to allow more complex programs
to run. It is possible to free up more base memory and allow your
computer to use larger programs by optimising your CONFIG.SYS and
AUTOEXEC.BAT files. In addition, setting up your CONFIG.SYS file
properly can provide more extended memory and expanded memory which
can make some programs run faster and smoother.
If you have a 286, 386, or 486-based PC then you should use MS-DOS 5.
0 or later. MS-DOS 5.0 will allow you to load part of DOS plus some
TSRs and drivers into upper memory. This will free more base memory
for program use. If you have switched to MS-DOS 5.0 and still do not
have enough memory to run larger programs, you should check your
CONFIG.SYS and AUTOEXEC.BAT files to free more conventional memory.
NOTE: If you are using a memory manager other than the one that came
with DOS, please refer to the documentation for that product to
determine how to set up your CONFIG.SYS and AUTOEXEC.BAT files for
the maximum free base memory.
Modifying CONFIG.SYS
For your CONFIG.SYS file under MS-DOS 5.0:
The first driver loaded in your CONFIG.SYS file should be HIMEM.SYS.
The line should look something like:
DEVICE=C: \DOS\HIMEM.SYS
The HIMEM.SYS file may be in your Windows directory, if you have
one.
Ensure that there is a line in your CONFIG.SYS file reading either:
DOS=HIGH
or
DOS=HIGH,UMB
This will load DOS into high memory for more free base memory.
If you are using a 386 or 486 computer, install EMM386 by including:
DEVICE=C:\DOS\EMM386.EXE 768 RAM
in your CONFIG.SYS file. (The EMM386.EXE file might be in your
Windows directory, if you have one.)
Change any lines not mentioned above which read like:
DEVICE=. . .
to read:
DEVICEHIGH=. . .
If you have a line in your CONFIG.SYS file which reads
BUFFERS=#
(where # is some number), make sure the value for # is less than 50.
If you have a line in your CONFIG.SYS file which reads
FILES= #
(where # is some number) and # is greater than 30, make sure you are
using a program which actually requires that number of open files,
like word processors or database programs. If you are not using any
programs which require a large number of open files, you should
replace # with a more reasonable value (like 20 or 30).
Modifying AUTOEXEC.BAT Make sure you are not loading an excess of
memory resident programs. Lines begirming with SET, PATH, or PROMPT
do not take up basic memory, but any other lines in the AUTOEXEC.BAT
file rnight be loading TSRs. If you know what these are and require
them to be in memory at all times, try adding the command LOADHIGH
to the beginning of the line which loads the TSR. If you are using a
separate commercial memory manager then consult the documentation
for that product to determine how to load TSR programs into high
memory.
Make sure you aren't loading any DOS shell or menu program. These
take up base memory, and scme can also cause problems with larger
programs. Ensure you are only loading a mouse driver (if you have a
mouse) and are not loading mouse utilities as well. Typically, the
mouse driver should be loaded with a single command line, sometimes
as DEVICEHIGH=MOUSE.SYS in your CONFIG.SYS file, but usually as
LOADHIGH MOUSE
In your AUTOEXEC.BAT file. Many brands of mouse drivers also include
TSR utilities for various functions. It is important that these
utilities are not loaded. They take up precious base memory and may
cause problems similar to those of some DOS shells.
Boot Disk
If you have TSRs or drivers which will not load into high memory or
do not wish to change your system configuration for some reason, you
can create a boot disk. This will allow you to run more complex
programs by starting up your system from a floppy disk instead of
your hard drive. You will still be able to run programs which are
located on the hard drive, but the configuration information will be
taken from the boot disk and not the hard drive. This provides all
the advantages of modifying your CONFIG.SYS and AUTOEXEC.BAT files
without having to modify those files on your hard drive.
DOS 5.0
The following instructions assume that your DOS subdirectory is
C:\DOS. If your DOS subdirectory is something else, replace all
occurrences of C:\DOS in the following instructions with your
correct DOS subdirectory. For DOS 3.0 or 4.0, see page 7.
To create a boot disk, start by g~tting a disk of the same type as
your "An drive. For example, if you have a 5.25" high density drive
for your "A" drive, get a 5.25" 1.2 MB disk. If you have a 3.5" 720K
drive as your "A" drive, get a 3.5" 720K disk. Place this disk in
your "A" drive and enter the command:
FORMAT A: /S /U
When the disk is finished formatting, enter the command:
COPY CON A:\CONFIG.SYS
You should see a flashing cursor; the system is waiting for you to
enter the contents of your new CONFIG.SYS file. Type the following
lines:
DEVICE=C:\DOS\HIMEM.SYS
DOS=HIGH,UMB
DEVICE=C:\DoS\EMM386.EXE 768 RAM
If your system has several megabytes of memory and you are not
running a third party disk cache, then you might consider adding the
line:
DEVICEHIGH=C:!DOS\SMARTDRV.SYS
This line adds a disk cache in extended memory which will speed up
disk access and make programs which read information from the hard
drive run faster. If you do not have several megabytes of extended
memory then you should not enter this command.
If the file for your mouse driver is MOUSE.SYS then you should enter
the line:
DEVICEHIGH=C: \DOS\MOUSE.SYS
This assumes that your mouse driver is located in the DOS
subdirectory on your hard drive. If the mouse driver is located
somewhere else, either copy it to the DOS subdirectory or change
"DOS" in above line to reflect the correct subdirectory.
If you are using a real-time software compression driver on your
hard drive to increase available storage space, you must add a line
to your CONFIG.SYS to install this driver. Three-Sixty does not
recommend the use of such a driver as they can cause hard-to-detect
problems with some programs. Please consult the documentation for
your compression software for the proper command line to enter into
your CONFIG.SYS file.
Once you have entered all these lines, press the key. This will
display AZ on the screen. Now press the key and you should
see the message:
1 file(s) copied
This saves your new CONFIG.SYS file to the disk.
Once you have created a new CONFIG.SYS file, create a new AUTOEXEC.
BAT file for your boot disk. To do this, enter the command:
COPY CON A:\AUTOEXEC.BAT
You should see a flashing cursor; the system is waiting for you to
enter the contents of your new AUTOEXEC.BAT file. Enter the
following lines:
PROMPT $P$G
PATH C:\jC:\DOS
If your mouse driver is MOUSE.COM or some similarly named file (and
not MOUSE.SYS, which would have been loaded earlier in the CONFIG.
SYS file), then enter the command to load your mouse driver by
typing:
LOADHIGH C:\DOS\MOUSE.COM
If your mouse driver is not named MOUSE.COM, then you need to
replace "MOUSE.COM" with the name of your mouse driver. Also, if
your mouse driver is not in your DOS subdirectory, you need to
replace "DOS" in the command above with name of the directory
containing your mouse driver. Altematively, you can copy the mouse
driver to your boot disk and replace the above line with the
command:
LOADHIGH MOUSE.COM
(or whatever the file for the mouse driver is called). enter the
command to activate your VESA driver by typing:
LOADHIGH TSENG.COM
If the file name of the VESA driver for your video adapter is not
TSENG.COM, replace "TSENG.COM" in the above line with the correct
file name for your VESA driver.
Once you have entered these lines, Press the key. This causes
^Z to be displayed. Press the key and you should see the
message:
1 file(s) copied
This saves your new AUTOEXEC.BAT file to the disk. Your boot disk is
now complete.
In order to use your new boot disk to increase your system memory,
insert the disk into your "A" drive and reset your computer. When
your computer has finished booting up, you should see:
A>
displayed on the screen. You can then switch to your hard drive to
run any program with large memory requirements.
If you need assistance in creating a boot disk or reconfiguring your
system to provide more memory, you can call the Electronic Arts
Customer Service Line at (0753) 546465 during normal business hours,
Monday through Friday. Please call while sitting at your machine so
that we can check your system's configuration for problems. If you
cannot call while near your machine, have a complete system
description along with copies of your CONFIG.SYS and AUTOEXEC.BAT
files so that we can determine what is causing any problems which
you may be experiencing.
DOS 3.0 & 4.0
If you are running MS-DOS versions 3 or 4 and do not have enough
memory available to run Three- Sixty software, we recommend that you
create a boot disk. Three-Sixty recommends the use of DOS 5.0 or
later. Instructions for DOS 5.0 are on page 5.
Obtain a floppy disk which works in your "A" drive. For example, if
you have a 5.25" high-density drive as your "A" drive, get a 5.25" 1.
2M high-density disk. If you have a 3.5" high-density drive as your
"A" drive, get a 3.5" 1.44M high-density disk. Place this disk in
your "A" drive and enter the command:
FORMAT A: /S
Wait for the disk to finish formatting. If you are using a
commercial memory manager and/or the file for your mouse driver is
MOUSE.SYS, you must create CONFIG.SYS file which activates them.
Enter the following:
COPY CON A:\CONFIG.SYS
You should see a flashing cursor; the system is waiting for you to
enter the contents of you new CONFIG.SYS file. Consult your memory
manager documentation if necessary, and enter the appropriate
DEVICE= line to activate it.
If the file for your mouse driver is MOUSE.SYS then enter the line:
DEVICE=C: \DOS\MOUSE.SYS
This assumes that your mouse driver is loaded in the DOS
subdirectory of your hard drive. If the mouse driver is located
elsewhere, either copy it to the DOS subdirectory or change "DOS" in
the above line to reflect the correct subdirectory.
When the last command has been entered, press the key and you
should see the message:
1 file(s) copied
This saves your new CONFIG.SYS file to the disk.
Once you have completed a new CONFIG.SYS file (if you needed one),
create a new AUTOEXEC.BAT file for your boot disk. .To do this,
enter:
COPY CON A:\AUTOEXEC.BAT
You should see a flashing cursor as the system waits for you to
enter the commands to go into the AUTOEXEC.BAT file. Enter the
following line:
PROMPT $P$G
PATH C:\;C:\DOS
If your mouse driver is MOUSE.COM or MOUSE.EXE (and not MOUSE.SYS,
which would have been loaded earlier in the CONFIG.SYS file), then
enter the command to load your mouse driver by typing:
MOUSE
If your mouse driver is not named MOUSE.COM or MOUSE.EXE, then you
need to replace "MOUSE" with the correct name of your mouse driver.
Also, if your mouse driver is not in your path, either copy it to
the DOS directory or to the root directory of your hard drive.
Enter the command to activate your VESA driver by typing:
TSENG
If the file name of the VESA driver for your video adapter is not
TSENG.COM, replace "TSENG" in the above line with the correct file
name for your VESA driver.
Once you have entered these lines, press the key. This should
cause "Z to be displayed. Then press the key and you should
see the message:
1 file(s) copied
This saves your new AUTOEXEC.BAT file to the disk. Your boot disk is
complete.
In order to use your new boot disk to increase your system memory,
insert the disk into your "A" drive and reset your computer. When
the computer is ready you will see:
A>
displayed on the screen. You can then switch to your hard drive to
run programs.
Super VGA and VESA Many of the newest software programs will run in
video modes which offer either higher resolutions or more colours
than is supported by the standard VGA graphics resolution. For
example, standard VGA supports 320 x 200 with 256 colours or 640 x
480 with 16 colours. Many new Three-Sixty products use Super VGA 640
x 480 with 256 colours.
There is no current hardware standard for such improved graphics
modes, so Three-Sixty, along with other leaders in the entertainment
software industry, has decided to adopt a software standard instead.
This allows our new programs to work on a variety of video adapters
from different hardware manufacturers. The software standard is
known as the VESA standard, for Video Electronics Standards
Association. The VESA concept allows a memory resident driver to be
loaded, providing a standard software interface for communicating
with different video adapters--each of which supports the same
graphics resolutions in different ways. This means that one program
can be used with an assortment of different video adapters.
Since there is no current hardware standard, each video adapter may
require a unique VESA driver to allow programs to access the various
extended VESA graphics modes. Until a hardware standard for Super
VGA emerges, the VESA standard is the only practical method for
utilising the greater graphics resolution and larger number of
colours available with Super VGA.
For most of its new products, Three-Sixty has decided to use either
the 640 x 480 Super VGA mode or the 640 x 400 Super VGA mode. Both
modes provide 256 colours. These modes were chosen because a 512K
VESA compatible VGA adapter can display these modes on a normal VGA
monitor, eliminating the expense of a new monitor for many users and
allowing our Super VGA products to appeal to a wider audience. In
fact, the 640 x 400 mode works on most (but not all) brands of 256K
VGA adapters.
Our installation process will attempt to determine which type of VGA
adapter your system uses and load the proper VESA driver. In the
unlikely event that your adapter is not recognised, it might be
necessary for you to install a VESA driver which is compatible with
your system.
If the installation process fails, either your video system is not
compatible with the required Super VGA modes or the installation
routine was not able to recognise your VGA adapter. If your video
adapter is Super VGA-capable, you may still be able to run programs
utilising Super VGA graphics. To do this, you will have to install a
VESA driver manually.
Locating a VESA Driver If your video adapter came with a utilities
disk, you should examine that disk to see if a VESA driver was
included. Many video adapters include VESA drivers, and hardware
manufacturers typically provide them at little or no charge. If your
video adapter did not include a VESA driver, try contacting your
hardware dealer or the adapter manufacturer to obtain one.
If you still haven't found the right VESA driver and your video card
uses the same chip set as a video card which has a VESA driver, you
might be able to use that driver with your card. First, you will
need to determine which chip set your video adapter uses.
When some computers first start up, several messages are displayed.
The first message (if it appears at all) usually displays the type
of VGA adapter installed in the system. If this message is not
displayed, you can either contact your hardware dealer to determine
what type of video adapter is in your system, or if you feel
comfortable with opening your system, you can usually tell what type
of video adapter you have by physically examining it. Almost all
adapters will have one or more large integrated circuits on the
video board which bear a copyright message, often including the name
of the chip set manufacturer.
Once you have determined which chip set your video adapter uses,
loading the appropriate VESA driver is easy. For example, if you
determined that your video adapter uses a Tseng Laboratories ET-
4000 chip set, simply run the TSENG.COM program found in the
"DRIVERS" subdirectory of the program directory.
Once this VESA driver is loaded into memory, you should be able to
run any program which utilises the enhanced resolution and colour of
Super VGA--as long as your video adapter and monitor support the
required Super VGA modes.
Test your VESA driver and memory configuration by running the CONFIG.
EXE utility in the program subdirectory.
If you cannot locate a VESA driver which will work with your system
and your video adapter documentation states that Super VGA modes are
supported, please call the Electronic Arts Customer Service Line at
(0753) 546465 during normal business hours, Monday through Friday.
When calling, please have all program disks and documentation
nearby, as well as any software and documentation which you may have
for your video adapter.
AdLib Problems
While playing Theatre of War with the AdLib sound option,
occasionally the sound may become 'garbled'. Should this happen, the
system is likely to lock up shortly thereafter. This can be avoided
by turning the sound on and off. To do so, press the 'M' key twice
after hearing garbled sound.
Mouse & COM Port Confusion
If you are using a serial port mouse and specify that the serial two
player game uses that port for the remote link, the mouse will stop
working when you try to play a remote link game. You will also see
lots of meaningless text in the serial chat box. That text is
produced by the mouse whenever you move it.
You can attempt to switch to the other COM port by using the
keyboard in this situation. However, the switch might be
unsuccessful if your computer uses certain mouse drivers. In that
case, reboot the computer and change the default COM port by either
running Theater of War's CONFIG.EXE or by editing the TWAR.BAT file
(details in the command line parameters section of the ReadMe file).
Great War Warrior Set
The supply lines are similar to the ones in the Medieval Warrior Set
except that they start at the general or at a supply tent. The
general can recover strength and health on its own. The supply tents
can only recover from the general. Everything else can recover from
either the general or a supply tent. If you watch the information
screen (the one that shows bar graphs for all the men), you will see
strength and health being transferred from the supplier to the
recovering unit. One catch is that when the general or supply tent
runs low on strength or health, units resupplying from it stop
resupplying.
Contemporary Warrlor Set
After noticing the R command in the manual we Driver decided to add
a retreat command to the third warrior set so that the R keystroke
would do EMS something. All the pieces have a new action button
(the dog running away icon) that makes the piece retreat. Pressing R
on the keyboard makes all pieces retreat.
For most pieces, the retreat makes the piece move to the base. Using
retreat while the piece is at the base makes it go into recover
mode. Pressing the base's retreatbutton sounds a general recall
which makes all pieces retreat. The base repeatedly sounds the
recall about once every five seconds until it either VESA runs out
of strength or you cancel it.
Glossery of Terms
Driver Software which allows use of a hardware device. Often
called a device driver.
EMS Expanded Memory, the faster of the upper memory access
protocols.
RAM (Random Access Memory) Amount of storage available to
programs running on your computer.
TSR Terminate and Stay Resident software. Used primarily to
provide additional functionality to DOS or provide support
for hardware. Drivers are often TSRs.
VESA Video Electronics Standards Association standard for Super
VGA access.
XMS Extended Memory, the slower of the upper memory protocols
available.