Theatre of War manual
///////////////// ///////////// ///////////////// ///////////// ///// ///// ///// ///// ///////////// ///// ///// ///////////// ///// ///// ///// ///////////// ///// ///// ///////////// 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.
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