585 lines
27 KiB
Plaintext
585 lines
27 KiB
Plaintext
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Centurion "Defender of Rome" by Electronic Arts 1990
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Your goal in Centurion is to rule the world and keep the people happy. While
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there's no single way to conquer the world, you may want to start by occupying
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Alpes.
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Special Loading Features
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E EGA mode
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V VGA mode
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M MCGA mode
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TANDY Tandy graphics mode
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NOSND Disconnect sound driver
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PC Play music using the PC speaker
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TN Play music using the Tandy speaker
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ROLAND Play music using the Roland sound driver
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LAPC Play music using the internal Roland sound driver
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MT Play music using the Roland MT32 sound driver
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AD Play music using the Adlib or SoundBlaster sound driver
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ADLIB Play music using the Adlib or SoundBlaster sound driver
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K Ignore mouse and use the keyboard only
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Example: typing "centurion e mt" would run the game using EGA graphics and
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Roland sound.
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Selecting Items:
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Mouse Users - Use the mouse to move the arrow cursor to an item.
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Press a mouse button to select the item. Note: On the Map screen,
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the right mouse button is used to move legions.
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Keyboard Users - Use the numeric keypad or the cursor keys to move
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the arrow cursor to an item. Press ENTER or the SPACEBAR to select
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the item. Note: On the Map screen, ENTER is used to move legions.
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Special Key Commands on the MAP
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While viewing a map:
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E End Turn
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F Complete fleet list
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L Complete legion list
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P Complete province list
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Q Quit
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Music On/Off toggle = Ctrl-S
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Enter a Roman Province by moving the cursor to a Roman province and
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press the left mouse button or the SPACEBAR.
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Moving Legions From the Map
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Mouse Users - Move the cursor to a legion and press the right mouse
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button. The "ghost" legion icons indicate the provinces you can move
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into and the fleets you can board. Point to the province you want
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to move into or the fleet you want to board and press a mouse button.
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Keyboard Users - Move the cursor to a legion and press ENTER. The "ghost"
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legion icons indicate the provinces you can move
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into and the fleets you can board. Point to the province you want
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to move into or the fleet you want to board and press ENTER
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Moving Fleets
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Mouse Users - Move the cursor to a fleet and press the left mouse
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button. The "ghost" fleet icons indicate the bodies of water you
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can move into. Point to the body of water you want to move into and
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press a mouse button.
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Keyboard Users - Move the cursor to a fleet and press the SPACEBAR .
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The "ghost" fleet icons indicate the bodies of water you
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can move into. Point to the body of water you want to move into and
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press ENTER.
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Land Battle
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Once you've selected a formation and a tactic, the battle begins.
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Directing Individual Units
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To give orders to individual units on the battlefield, pause the game by
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clicking a mouse button or pressing ENTER or the SPACEBAR. Now you can direct
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any troops within your general's sphere of influence. To select a unit, place
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the cursor on the unit and click a mouse button or press ENTER. A small dot
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appears on the lower corner of the unit icon and the Unit Status Box appears.
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Mouse users - Move the cursor to the small dot, hold down a mouse button, and
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drag the movement line in the direction you want the unit to travel.
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Once you've determined the direction and distance you want the unit to
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travel, release the mouse button.
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Keyboard users - Use the numeric keypad to direct the movement line in the
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direction you want the unit to move. Once you've determined the
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distance you want the unit to travel, press ENTER.
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Naval Battle
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Once you've slected a flagship, the splash screen appears. Click a mouse button
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or press ENTER or the SPACEBAR to begin the battle between your flagships. You
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can only fight naval battles using the keyboard. To control your flagship, use
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the following keys:
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Speed Up
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8
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Turn left 4 6 Turn right
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2
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Slow Down
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ENTER = Board enemy ship
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SPACEBAR or INSERT = Fire catapult
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Retreating
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To flee a naval battle, move your flagship toward any edge of the screen, or
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simply press R. A message will appear asking you if you want to reengage the
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battle. Select Yes to continue the battle or No to retreat. If you escape the
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enemy, a message will appear telling you which sea you retreated to. Your fleet
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automatically retreats with your flagship.
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Racing Chariots
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Once you've selected Race Now, the charioteers line up at the starting line.
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Click a mouse button or press ENTER or the SPACEBAR to begin the race.
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Controlling Your Chariot with the Mouse.
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Move the mose to the right to steer your chariot toward the outside of teh
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track; move the mouse to the left to steer your chariot toward the inside of the
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track. Pull back on the mouse to slow donw. To whip your horses, press a mouse
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button. If an opponent is off to your left, press the left mouse button to whip
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your oppeonent. if he's to your right, press the right mouse button to whip him.
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Controlling Your Chariot with the Keyboard
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Use the numeric keypad to control your chariot:
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Whip Horses
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Whip opponent on left 7 8 9 Whip opponent on right
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Move left 4 6 Move right
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2
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Slow Down
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PS/2 model 25 and 30 users - Press the up cursor key to whip your horses and the
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down cursor key to slow down. Press the left cursor key to move toward
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the inside of the track; press the right cursor key to move toward the
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outside of the track.
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Gladiator Show
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Once you've chosen your gladiator and his oppoent, you see the Colosseum. Click
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a mouse button or press ENTER or the SPACEBAR to begin combat. You can only
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control your gladiator using the keyboard. To control your gladiator, use the
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following keys:
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High Bock
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High Strike 7 8
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Move Forward 4 6 Move Back
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Low Strike 3 2
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Low Block
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PS/2 model 25 and 30 users - Use the cursor keys to control your gladiator. To
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strike your opponent, you'll have to press two keys at the same time
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Right = Move back
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Left = Move forward
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Up = High block
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Down = Low Block
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Up + Left = High strike
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Down+Left = Low strike
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----------------------------------------------------------------------
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Italia - The Beginning of an Empire
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When the game begins you only control the province of Italia. The
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legionnaire standing in Italia marks the single legion you command.
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To go to Rome, you must enter the province of Italia.
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You start at the rank of Officer. At this rank, you can't raise
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more legions or build fleets. And there's little you can do with
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the twenty talents in the tresury. The good news is that you can
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raise your rank and increase your wealth by adding - and holding
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onto - provinces.
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FORM ALLIANCES
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Winning allies with your tongue is less costly than subduing them
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with the sword. When you first move your legion into a province,
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you can try to negotiate alliances with your neighbors.
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CIVILIZE THROUGH CONQUEST
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If the barbarians ignore your diplomats, they may listen to the
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legion you brought w/ya. When you go to war, you choose a formation
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and a tactic, and then start the fight. During the battle, you can
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stop the action and direct individual units or cohorts (groups of
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legionnares or cavalry).
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FIGHT MARAUDING SCUM
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Rome has no lack of enemies. Barbarian tribes from the north invade
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Italia looking for easy plunder. from the south, cities like
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Carthago send out organized armies in hope of stemming Rome's rise
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to power. As a soldier, you're obligated to protect Rome and her
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allies from foreign attack.
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SMASH ENEMY FLEETS
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Once you're high enough rank and you have enough money, you can
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build fleets to move legions overseas and fight foreign navies.
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RACE THE FAMOUS CIRCUS MAXIMUS
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With enought talents you can participate in chariot races in Rome.
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Winning can earn you more talents and improve your reputation.
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SPILL BLOOD IN THE COLOSSEUM
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W/O a doubt, the masses are happier when they're entertained, and
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the blood that flows during gladiatorial events is guaranteed to
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increase your popularity.
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The Game Turn
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The game progresses in single year increments or turns. The turn
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limits the actions you can take in a year. For example, you can
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move or strengthen an individual legion only once per turn. Fleets
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can be moved only once per turn, too. To go to the next turn,
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select End Turn from the Map.
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RANK
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You begin at the rank of officer. As you climb in rank, you can
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command more legions and the senate grants you new powers.
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RANK LEGIONS FLEETS NEW POWERS
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---- ------- ------ ----------
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Officer 1 0 --
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Centurion 2 0 --
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Tribune 3 1 Command cavalry legions, fleets
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Legatus 4 1 --
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General 6 2 --
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Praetor 8 2 --
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Consul 10 3 Command consular armies
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Proconsul 12 3 --
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Caesar 12 3 --
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INCREASING RANK
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In Rome, your reputation determines your success. Your rank in the
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military depends on deeds and acts that distinguish you from the
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rest of the Roman nobility. As your social status increases, you'll
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receive promotions. Doing any of the following increases your
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social status:
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Adding Provinces - Adding provinces (through conquest or
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negotiations) increases your status. Adding provinces that are rich
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in resources - Aegyptus, Carthago, Macedonia, Parthia, or Gaul -
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brings more honors than adding poorer provinces.
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Strengthening Treaties - Your reputation as a trustworthy
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administrator also affects your status. Every time an alliance is
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strengthened, your reputation improves.
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Winning Chariot Races - Backing the right horse makes you look
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good. When your team wins a race, you win the people's admiration.
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Building an Amphitheater - All levels of Roman society benefit from
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an amphitheater. This is a good way to win popular support.
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Holding Gladiator Events - Lavish spectacles can increase your
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popularity, but only when you fairly judge who should live and who
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should die.
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Maintaining Rome's Honor - It's your duty to uphold Rome's reputation as a
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strong power, reliable ally, and fair administrator. Rome's honor is
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tarnished whenever the people in a province become so dissatisfied with
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Roman rule that they revolt. Plundering a province also tarnishes the
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honor of the empire. You can only plunder a province one. Note: You
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can not plunder Italia. While plundering is a quick way to fill up your
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coffers, the people you just robbed don't appreciate it. And once other
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countries witness Roman exploitation, they may be less willing to roll
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out the welcome mat when your diplomats come knocking.
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Losing Social Status
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Your reputation suffers whenever you lose a battle, fail at a game,
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weaken an alliance, or fail to protect an ally from foreign attack.
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But though your social status can weaken, you can never be demoted
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to a lower rank.
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Becoming Caesar
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Conquering all the provinces in the world is not enough to achieve
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the ultimate rank of Caesar - after all, Roman emperors were
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worshipped as gods. To become Caesar, you must also win the respect
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and love of the people by sponsoring games and races, strengthening
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alliances, and maintaining Rome's honor.
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Strengthen Legion - Recruiting soldiers to strengthen a legion requires talents.
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The cost is proportionate to raising a legion. For example, let's say 20% of
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your infantry legion (840 solidiers) was lost in battle. To strengthen the
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legion back to its max, you'd pay 20% of the cost of raising an entirely new
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legion (.2x20 talents = 4 talents). However, the no. of soldiers you actually
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recruit may be limited by the man power in the province.
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LEGION SPECIFICATIONS
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You can command 3 types of armies depending upon your rank: infantry legions,
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cavalry legions, and consular armies.
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TYPE MAX Infantry MAX Cavalry
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---- ------------ -----------
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Infantry 4200 ---
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Cavalry 4200 300
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Consular 6000 600
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Difficulty Levels
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The difficutly level set under the Game Options menu affects how the soldiers
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are divided into cohorts. At the lowest difficulty level, there are more
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soldiers per cohort. While this gives you fewer cohorts on the field, it
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actually works to your advantage - the more soldiers you have per unit, the less
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likely they are to panic under attack. Higher difficulty levels give you cohorts
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that are less resistant to direct assaults, which places a greater emphasis on
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wise tactical use of our units. The following table shows you the max no. of
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soldiers per unit at each difficulty level:
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Diffuculty Level Infantry Cohorts Cavalry Cohorts
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---------------- ---------------- ---------------
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Galley Slave 500/cohort 150/cohort
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Legionnaire 400/cohort* 150/cohort
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Senator 350/cohort* 150/cohort
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Emperor 350/cohort* 150/cohort
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* At all difficulty levels, consular armies at full strength have
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500 soldiers/infantry cohort.
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The difficulty level also affects your enemies' courage - the harder the level,
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the more courageous your enemies will be.
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Cohorts
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Infantry Cohorts Elephant Cohorts Cavalry Cohorts
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---------------- ---------------- ---------------
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Speed: slow Speed: Good Speed: Fast
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Size: 1-500 soldiers Size: 20 elephants Size: 1-150 equestrians
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GENERALS
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The general directs and motivates his army. Each general has leadership
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qualities that effect his ability to command: voice, charisma, and sphere
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of influence. To see a general's leadership qualities, select his unit.
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Voice - The range of the general's control over his cohorts. Voice is the
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numeric equivalent of teh general's sphere of influence. A
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general's voice can range from 8 (small range) to 18 (great range).
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Charisma - As a leader, the general inspires his troops and increases their
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courage. Units w/in the general's sphere of influence won't panic
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as easily as units outside of his direct control. If a general
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falls in battle, many troops may panic and leave the field - a
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disaster for any army.
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Sphere of Influence - The general can only direct units w/in his sphere of
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influence. Troops outside his sphere of influence act only on the
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Tactic orders chosen before the battle, or on any Melee or Retreat
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command you've given them since the battle started (however, they
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will attack enemy units in their path and defend themselves when
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necessary.)
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LAND BATTLE
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When you fight the soldiers of a province, you're actually reducing the
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available manpower of the province. You may want to kill as few enemy
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soldiers as possible so that, once you add the province to your empire,
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there will be more soldiers to recruit. On the other hand, if you're
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worried about a rebellion in the province, you may wnat to kill as many
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soldiers as possible to decrease the number of soldiers the rebels can
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field.
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Choose a Formation and Tactic
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Once you've chosen to go to war, you must meet the enemy on the field. At
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the prompts, select a formation and tactic for your legion. These are the
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preliminary orders for your cohorts. Once you've chosen a tactic, the
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battle begins.
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Pausing the Battle
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You can pause the battle in order to direct individual units or review the
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courage status of any unit on the field.
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Checking Unit Status
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Once the battle is paused you can check the status of each unit on the
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field. To check a unit's status, select the unit. The unit status box
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appears, giving you critical info about the unit's current strength and
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courage.
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You can check the status of an enemy unit (or a friendly unit outside your
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general's sphere of influence) by moving the cursor to the unit and holding
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down the action button.
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Reviewing Orders
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If you want to review the current orders for the whole army, pause the
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battle and select 'Select Roman Unit'.
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Melee
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To order a unit to move and attack the nearest enemy, select a unit, and
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then select Melee. If you want all units to eelee (even those outside your
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general's sphere of influence), select Melee w/o specifying any particular
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unit. This "releases the Roman legion" - every unit in your will move to
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the nearest enemy unit and attack.
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Note: When you release the legion, the army will proceed to slaughter with
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reckless abandon. Melee doesn't produce a very systematic defeat of the
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enemy and can very well lead to your defeat if initiated too early. On the
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other hand, melee is a handy way to get units outside of your general's
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sphere of influence to move and attack. Note: You can give new orders to
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a unit in melee; but once you give it new orders, the unit is no longer in
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melee mode.
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Retreat
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To order a unit to retreat, select the unit, and then select Retreat. A unit
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will continue retreating until it's off the field or until you give it new
|
|||
|
orders. If you want all units to retreat (even those outside your general's
|
|||
|
sphere of influence), select Retreat w/o specifying any particular unit. Note:
|
|||
|
If you're protecting a Roman province from a marauding army and you order your
|
|||
|
entire army off the field, the people of the region will rise up and annihilate
|
|||
|
your army.
|
|||
|
|
|||
|
SCIPIO'S BATTLE NOTES
|
|||
|
Flanking
|
|||
|
A cohort marches w/shields and weapons forward, making its flanks (sides)
|
|||
|
and rear vulnerable to attack. Flanking is attacking a unit at one of
|
|||
|
these vulnerable points. Whenever possible, you want to move your units
|
|||
|
into positions to flank enemy units.
|
|||
|
|
|||
|
Doubling Up
|
|||
|
When two cohorts are attacking, their combined strength is thrown at the
|
|||
|
enemy. "Double Up" on enemy units wherever you can.
|
|||
|
|
|||
|
Routing
|
|||
|
From a purely tactical standpoint, routing an enemy unit( making it flee
|
|||
|
the battle field) is just as good as destroying it; after all, a panicked
|
|||
|
enemy unit poses no threat to you. Once you rout an enemy unit, you may
|
|||
|
turn your attacking cohort(s) on another enemy unit.
|
|||
|
|
|||
|
Defense vs. Offense
|
|||
|
Defense is easier than offense. Units that are set ( that is, not moving)
|
|||
|
having an advantage over units that are moving - the defending unit can
|
|||
|
inflict damage just before an approaching enemy unit closes in. If there
|
|||
|
isn't a tactical advantage to moving a unit forward to meet the enemy, let
|
|||
|
it stand where it is.
|
|||
|
|
|||
|
|
|||
|
Calalry
|
|||
|
Because of their speed and power, cavalry cohorts are the most effective
|
|||
|
units on the field. A flank attack from a calalry unit is deadly.
|
|||
|
|
|||
|
Elephants
|
|||
|
The Romans discovered that the sheer size and strangeness of elephants were
|
|||
|
enough to set ranks of men and horses in disorder. Troops are more likely
|
|||
|
to panic the 1st time they face elephants. Once a legion has soldiers who
|
|||
|
are veterans of battles w/elephants, their courage when facing these beasts
|
|||
|
goes up. Elephants are well-armored toward the fromt but can be
|
|||
|
effectively attacked from the flanks and rear. A panicked elephant unit
|
|||
|
will behave erratically, often turning on its own troops in its attempt to
|
|||
|
flee the field.
|
|||
|
|
|||
|
Generals
|
|||
|
A cohort's courage may drop when its general falls in battle. If the
|
|||
|
cohort's courage drops to Panicked, the cohort will flee the field. To
|
|||
|
keep your army's courage up, don't let your general move into a position
|
|||
|
where the enemy can attack him. At the same time, take advantage of any
|
|||
|
opportunity to destroy the enemy's general.
|
|||
|
|
|||
|
SHIPS
|
|||
|
The Romans armed their warships with catapults and ballistae or large arrow
|
|||
|
launchers. In addition, each ship had a large ram fixed to the prow of the
|
|||
|
ship which could be used to punch a hole in the enemy's hull just below the
|
|||
|
surface of the water. In Centurion, there are three types of warships that
|
|||
|
vary in speed, size, and durability:
|
|||
|
|
|||
|
Triremes Quinquereme Galleon
|
|||
|
Speed: Fast Speed: Good Speed: Slow
|
|||
|
Durability: Weak Durability: Good Durability: Strong
|
|||
|
Size: Holds 50 Size: Holds 100 Size: Holds 200
|
|||
|
foot soldiers foot soldiers foot soldiers
|
|||
|
|
|||
|
You need to place soldiers on your ships in order to make your
|
|||
|
fleet an effective weapon. To man your ships with legionnaires,
|
|||
|
move a legion or army onto the fleet. Your ships can carry cavalry
|
|||
|
units, too (although cavalry units don't give you any advantages
|
|||
|
when fighting naval battles). Cavalry units take up more room
|
|||
|
onboard - one equestrain requires the room of four foot soldiers.
|
|||
|
Though the size of your fleet is important, the kinds of ships you
|
|||
|
have is critical.
|
|||
|
|
|||
|
The Flagship
|
|||
|
If you have more than one type of ship in your fleet, you must select a
|
|||
|
flagship before the battle begins. Each type of ship has it's advantages
|
|||
|
and disadvantages when acting as your flagship.
|
|||
|
|
|||
|
If no legion is aboard your fleet, your flagship will be manned by a
|
|||
|
skeleton crew of one-half the maximum ship capacity; with a legion, your
|
|||
|
flagship will have the maximum number of soldiers it can carry.
|
|||
|
|
|||
|
SEA BATTLE
|
|||
|
When you fight a sea battle, you actually controll only your flagship. As
|
|||
|
you fight the enemy's flagship, your fleet's morale rises or falls w/your
|
|||
|
progress. There are two things to watch during a sea battle - your
|
|||
|
progress against the enemy flagship, and how well your fleet is fighting.
|
|||
|
|
|||
|
Here's the scoop on the Sea Battle status line:
|
|||
|
|
|||
|
/-> 7 ships 9 <- \
|
|||
|
<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> / 100 men 100 \ <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
|
|||
|
Strength of / / \ \ Strength of
|
|||
|
enemy flagship / / \ \ your flagship
|
|||
|
/ / \ \
|
|||
|
/ / | \
|
|||
|
# of enemy # of men aboard | # of your
|
|||
|
ships left enemy ships left | ships left
|
|||
|
not counting | not counting
|
|||
|
the flagship | the flagship
|
|||
|
|
|
|||
|
# of men aboard
|
|||
|
your ships left
|
|||
|
Catapults and Arrows
|
|||
|
The catapult only fires in a straight line from the bow of the ship. The
|
|||
|
soldiers on board your ship automatically launch arrow whenever your ship
|
|||
|
comes in range of the enemy. If all the men on your ship die, arrows will
|
|||
|
no longer be launced - the catapult crew, however, will continue to fire
|
|||
|
when ordered to.
|
|||
|
|
|||
|
Ramming
|
|||
|
To ram, simply steer the ram on the prow of the ship into the enemy's ship.
|
|||
|
The heavier your ship and the faster you're going, the more damage you'll
|
|||
|
do.
|
|||
|
|
|||
|
Boarding
|
|||
|
You can lower the boarding ramp anytime during combat. If the ramp makes
|
|||
|
contact w/the enemy flagship, your legions automatically board and hand-to
|
|||
|
hand combat ensues. If the ramp doesn't make contact, it will automatically
|
|||
|
be raised.
|
|||
|
|
|||
|
Chariot Races
|
|||
|
Skulduggery
|
|||
|
Select an option to bribe an opponent, hire a physician, or invoke
|
|||
|
the help of the gods (to cheat).
|
|||
|
|
|||
|
Bet
|
|||
|
Select an option to increase or decrease the amount of your bet.
|
|||
|
The max bet is 100 talents. The betting odds are always a min. of
|
|||
|
1-1. Medium and heavy chariots are more difficult to master, so the
|
|||
|
odds are increased to 2-1 for medium and 3-1 for heavy chariots.
|
|||
|
|
|||
|
Note: Every time you win, the odds go down, and every time you lose
|
|||
|
badly (3rd or 4th), the odds go up - max. odds are 5-1.
|
|||
|
|
|||
|
You must circle the track 3 times to complete the race. Whenever
|
|||
|
you finish a lap, one of the fish on the lap counter flips up. The
|
|||
|
finish line appears when one chariot completes two circles around
|
|||
|
the track.
|
|||
|
|
|||
|
Watch out for the turns. The red speed limit line marks the max
|
|||
|
speed you can be going when you enter the turn. If you're going too
|
|||
|
fast, your chariot will break apart. The closer you are to the
|
|||
|
outside track, the higher your speed limit and the faster you can
|
|||
|
take the turn. Note, however, that the inside of the turn is
|
|||
|
shorter - even though you can't go fast on the inside of the turn,
|
|||
|
you may get around the bend quicker.
|
|||
|
|
|||
|
H = Horse's energy
|
|||
|
C = Chariot durability
|
|||
|
|
|||
|
|
|||
|
GLADIATOR SHOWS
|
|||
|
Select Gladiators
|
|||
|
Select the gladiator you want to control, and then select how much
|
|||
|
you want to pay for training. Now select the gladiator you want to
|
|||
|
compete against and his level of training. once you've chosen your
|
|||
|
combatants, the fight begins.
|
|||
|
|
|||
|
In the Arena
|
|||
|
As you fight, the crowd's pleasure will rise and fall with the
|
|||
|
blood, gore, and action in the arena. The more wild swinging and
|
|||
|
good blocks, the more the crowd likes it. The spectators don't like
|
|||
|
to feel cheated, so drag out the carnage as long as you can but
|
|||
|
avoid moments where there's no action. When a gladiator falls, you
|
|||
|
get to judge whether he live or dies. Select "thumbs up" if the
|
|||
|
gladiator gave the people a decent fight; select "thumbs down" if
|
|||
|
the worthless dog dropped too quickly.
|
|||
|
|
|||
|
If the crowd agreed with your ruling, the pleasure bar will rise.
|
|||
|
If they thought you judged poorly, the pleasure bar will fall.
|
|||
|
|
|||
|
|
|||
|
Painstakedly typed in by
|
|||
|
Scorpion <20>
|
|||
|
|
|||
|
|
|||
|
X-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-X
|
|||
|
Another file downloaded from: The NIRVANAnet(tm) Seven
|
|||
|
|
|||
|
& the Temple of the Screaming Electron Taipan Enigma 510/935-5845
|
|||
|
Burn This Flag Zardoz 408/363-9766
|
|||
|
realitycheck Poindexter Fortran 510/527-1662
|
|||
|
Lies Unlimited Mick Freen 801/278-2699
|
|||
|
The New Dork Sublime Biffnix 415/864-DORK
|
|||
|
The Shrine Rif Raf 206/794-6674
|
|||
|
Planet Mirth Simon Jester 510/786-6560
|
|||
|
|
|||
|
"Raw Data for Raw Nerves"
|
|||
|
X-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-X
|