309 lines
17 KiB
Plaintext
309 lines
17 KiB
Plaintext
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---------------------------- MEDIEVAL WAR GAME------------------------------
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----------------------------------------------------------------------------
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For a one player version of the Battle of Agincourt, just run
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AGINCOURT.1PLR (it is a SYS16 type file). The file MEDEVL.WAR.2PLR (also a
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SYS16 type file) is the two player version master program for MEDIEVAL
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WAR.The file GAMEDATA is a TXT file containg the data for a generic sample
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version battle for this game. Please rename GAMEDATA to SAMPLE.GAME and
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then rename either AGNCRTDATA.2PLR or CRECYDATA.2PLR to GAMEDATA to play
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either the two player version of the Battle of Agincourt or a two player
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version of the Battle of Crecy.
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This is now the first real version, one in that it is the first
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two player version I have released and two in that I think all of the
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obvious problems have been worked out. I will say from the start that I am
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not happy with both players having to use the same mouse for input, but
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until I find a better solution it will have to do (any suggestions are most
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welcome). This is also my first attempt at a wargame and I need some
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feedback from other gamers as to what is right and what needs changing. So
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don't be afraid to send me some criticism, that's why I sent this version.
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The game also needs some additions, better graphics, easier user
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interaction, etc. Unfortunately, I don't have a hard drive and only have
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one 3 1/2 drive (which is supposed to be to little to use APW). The
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program is as large as I can produce with the work-arounds I use. I am
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planning on getting the Harddrive before I produce the final version ( in a
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few months or so hopefully ).
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**This info is included for those interested, if you are also curious about
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Crecy there are many good books on the subject of medeival warfare. Sorry I
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am to lazy to write about both battles. The battle already named GAMEDATA
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is just a fictional battle between two evenly matched sides on terrain
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demonstrating all the types of terrain. **
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This was the info included with the one player version.
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The battle of Agincourt was chosen because it seemed to be an easy
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game for a one player version(plus it is a favorite of mine). Here is a
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little background on the battle (those that know the history of the Hundred
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Years War will please forgive the liberties I took with the game, most are
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due to my lack of finding a way to incorporate the into the game ). In
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1415, an English armada carrying Henry V and 8000 archers and 2000
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men-at-arms toward France. The English landed in Normandy, near to the
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port of Harfleur. The Kings plan was to take the port and then march on
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Paris. This plan was changed after a month long siege in which the English
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won but lost over a third of their men. King Henry decided that attempting
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Paris was foolish, so he decided to march across northern France to Calais.
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They of course did as much damage as possible in the process. To make a
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long story short, after a long and gruelling march the french trapped them
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into a fight. Much to the frenchmens' misfortune they chose a plowed and
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muddy field just outside of the town of Agincourt. The field was bounded
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by woods and the field was sloppy with deep mud. There wasn't nearly
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enough room on the field to spread out the french men-at-arms and in their
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heavy armor they were virtually immobile in the mud. Henry V arrayed his
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men with archers interspersed with men-at-arms and protected by sharp
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stakes planted in the mud in front. The French arrayed into three major
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lines, the first and second were men-at-arms on the flanks they had mounted
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men-at-arms and inbetween were crossbowmen. The back row was mostly
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mounted men-at-arms. Most of the morning was spent staring at each other
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across the field until finally King Henry decided that if he didn't do
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some- thing he and his exhausted would lose by default (the odds were
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against them, 5000 archers, 1000 men-at-arms against 60,000 Frenchmen). He
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called an advance and the line advanced to within bow range and the English
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longbows began a deadly rain on the French front line. The French
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attempted to counterpunch with cavalry charges but the french cavalry was
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destroyed on the stakes. Then the front line of french men-at-arms
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advanced into the arrows and they were virtually decimated before they even
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reached the English line. And the English knights destroyed what was left.
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Those that fled were trampled by the advancing second line which met the
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same fate. What was left, other than a few colorful incidents, was for the
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French to flee the field defeated by the English longbow.
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This is hopefully the first in many battles I will upload ( as
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well as a program to produce any game you want). This version is designed
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for ancient combat, but will produce a modern version soon also. So send
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suggestion for battles (both modern and ancient). I will try to briefly
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explain how to play the game, please send me a message with any questions
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you have.
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The screen is divided into three parts: top row - lists each sides morale,
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score, and the time. The English morale is the leftmost number (50 to
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start). Next to this is their score. In the middle is the time and to the
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right of the the time is the french score and morale in that order. All
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the way over on the right side is a blue square which is the exit button to
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end the game.
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Middle map - The map and units. the following types of terrain are
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possible (the number following them is the number put into the battle
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file).
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clear - 1 upslope east - 2 upslope west - 3 upslope n or s - 9
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hedge - 3 woods - 4 water - 5 ford - 6
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ditch - 7 town - 8
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Each area(which is five pixels square) also has an elevation level 0 to 4
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(0 lowest), a movement rating 0 to 9 (0 being easiest to move over, the
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highest movement rating is 5 for cavalry so any rating above that will act
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as a five rating. Later versions of the game will probably have more unit
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types so it may become applicable.), a combat rating from 0 to 9 (0 being
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worse ground to fight from and 9 the best defensive terrain around. I do
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not recommend a number higher the 5 or so because a unit should be about
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invincible). several things to think about are that a unit gets the benefit
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of the spot under the center of its symbol. The combat section takes many
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things into account, a unit at a higher elevation has an advantage as well
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as the type of terrain. In the battle files I have created, for example
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the hedge terrain type. The Hedge is near the west edge of the map and one
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side(the red side) will probably use it for defense. So I made the combat
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rating of all terrain to the west side of the hedge for 15 pixels a higher
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number. That way when a red unit is sitting right behind the hedge, the
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hedge will increase their strength as it would in reality. The same is try
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beside all slopes, the areas at the top have higher combat numbers so a
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unit at the top will have an advantage and the movement numbers on the
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slope are higher so moving up the slope is slower(the slowest a unit can
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move is 1 pixel per turn so a unit moving at 1 will move the same speed
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over all terrain. You can really see the affects when you send out cavalry
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at 5. The only terrain affect on archery is elevation( firing down on a
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unit is a big advantage). For more info read the section on the battle
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file.
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The unit types are - A unit with two lines is men-at-arms(ie infantry).
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Units with one diagonal line are mounted men-at-arms(ie Cavalry). And units
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with a dot in them are archers (ie artillery). The units have a dot on the
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side that they are facing. To command a unit(the english are the only side
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you can play right now) you point the mouse arrow at the unit and click.
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the command region will appear and you can give the unit its orders.
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To exit out of command mode and restart the battle (the game is in suspense
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while you are using the command screen) just click in the lower region not
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in a button.
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Lower command/message region - during play messages will appear in this
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area. These messages are anything from what a unit is doing to the death or
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injury of a leader. when you click on a unit the main command screen will
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appear. this will be described in detail later. Other screens that can be
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called up are the unit info screen which tells you strength and morale and
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other info on the unit and the leader screen which lists leader and their
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condition. to exit a screen click in the command screen not in a button
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(there are no buttons on the message, leader, and unit info screens)
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COMMANDS - Different commands that can be given are:
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movement - to command a unit to move just click where you want the unit to
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move and make sure the unit is facing that direction. units will not move
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any direction except forward. Movement is affected by terrain and other
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units zones of control.
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facing - turning a unit is done by clicking in one of the triangles on
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the left side of the command screen. the top triangle will turn a unit
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counter-clockwise, the other triangle clockwise. a unit can't turn when in
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another units ZOC (zone of control).
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speed - the speed will be shown in the speed box in the lower left side.
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the maximum for units is: cavalry - 5 infantry - 2 archers - 3
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clicking on the number lowers it by one, and clicking on zero changes it to
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the fastest speed. A unit with a movement of zero will not move.
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formation - the formation affects speed and combat effectiveness. you can
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change the formation by clicking on the present formation which is
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displayed in the box. some of the formations are line, wedge, march. March
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is best for free movement but terrible for combat. Wedge is good for
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defence but then not as good for offensive. Line is best for attacking but
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not as easy to defend. sometimes because of combat a unit is disorganized.
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you cannot affect a disorganized unit until its leader gets control of it
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and gets it organized. this is done automatically, you just have to wait
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(if there is no leader though the unit will never get organized so just use
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it as best you can).
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charge/fire - To use this click on the charge/fire button (the button will
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invert) then click on the unit you want to charge or fire at (then the
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button will be outlined). Cavalry and infantry can charge, archers fire
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arrows at the chosen unit. A cavalry unit charging another unit can do lots
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of damage with the charge and can quickly disorganize them. but can also
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take lots of damage if the unit is set and ready for the charge. Once a
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unit contacts its target it will stay and fight until you give it another
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command or the unit is destroyed. Archers fire at the designated target
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until given other orders or the unit is destroyed or the unit is out of
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range. The range of archers in the Agincourt version is approximately 1/5
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the width of the screen. If you order archers to fire at units outside
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their range they will just stand still.
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defend/spike - this is the defensive mode for when a unit is expecting to
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stand for an enemy unit charge. for cavalry or infantry this is a
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defensive stance, for archers however it means they set their stakes in the
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ground in front of them. this takes some time, so the button will not turn
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until the stakes are set.
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retreat - is just what it says, the unit will retreat towards the home
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edge(the left edge for the English). sometimes because of loses in combat a
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unit will become demoralized and begin to retreat on its own. you can't
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change this until the leader gets control (this is not the same as
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disorganization where you just can't change formation - this is where the
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unit is completely out of control. If the leader can't get control before
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the unit flees off the map the unit is considered destroyed).
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patrol - (probably not named right) this is the same as charge/fire except
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that it is not directed at any particular unit. by giving this command a
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unit will sit until an enemy unit moves within range, which is 1/5 of the
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screen width. cavalry and infantry will charge the first unit to move
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within there range, archers will fire at the enemy unit.
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red rectangle - will bring up the unit info screen.
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green rectangle - will show the leader screen.
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BATTLE FILE - The battle is loaded when you click on the initial screen.
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The game loads the file GAMEDATA from the directory the game is in. I have
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uploaded a game already called GAMEDATA, and two historical battles -
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AGINCOURT.WAR and CRECY.WAR. To use either of those or any file you create
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just rename it GAMEDATA.
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If you would like to create your own battles just create an ascii
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text file of the format of the ones I uploaded.
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section 1 is one line. the line is all numbers these are:
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2 digits - the number of red units
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2 digits - the number of blue units
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2 digits - reds morale at start
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2 digits - blues morale at start
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2 digits - reds score at start
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2 digits - blues score at start
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1 digit - tens digit of hours at the start of game
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1 digit - ones digit of hours
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1 digit - tens digit of minutes
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1 digit - ones digit of minutes
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1 digit - tens digit of hour for game to end
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1 digit - ones digit of hour for game end
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section 2 is the map. there are four lines per row on the map. since
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there are thirty rows to the map there will always be 120 lines. there are
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66 digits to each line, one for each column on the map. The first line is
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the type of terrain, the second is the column movement rating, the third
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line is the combat rating, and the fourth is the terrain level. Then you
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start over again and do the four lines for the next map row.
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section 3 is the leader list. Each unit starts with five leaders so the
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number of lines is this section is 5*(number of red units + number of blue
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units). each line has 2 digits and the leaders name. The first digit is the
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leaders value (1 to 5). The second digit should always be a 3 because that
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means the leader is alive and leading the unit. The last is a string. The
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progam reads the string(no quotes necessary) until the first blank space or
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the end of the line. If you wish blanks in the name put *'s in place of the
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blanks and the program will replace them with blanks.
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section 4 is the list of units. there will be one line for each unit in the
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game(ie. red units + black units) the red units should ll be first and the
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black units second, other than that the order does not matter. The numbers
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are:
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3 digits - x coordinate(ie side to side) the screen is in 320 mode
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so anything outside the 0 to 320 range will immediately be destroyed
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(leaving the map destroys a unit) a units coordinates are for the upper
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left corner of the unit so if you give it a coordinate of 320 it will
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actually be drawn of the map.
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3 digits - y coordinate(ie. top to bottom) the limits are 10 to 160.
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1 digit - unit type( right now there are 3 types possible). 0 -
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cavalry 1 - infantry 2 - archers
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2 digits - units strength (1 to 99)
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1 digit - initial facing 1 - north 2 - northeast 3 - east 4 -
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southeast 5 - south 6 - southwest 7 - west 8 - northwest
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1 digit - units initial speed setting (units are not moving at the
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start but it is annoying to have to change the setting of each one at the
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start) the maximums are: cavalry - 5 infantry - 2 archers - 3
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3 digits - the distance the units bows will reach if they are
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archers( the 3 digits must still be there even if the unit is not archer
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type) I have made the scale about 70 for longbows down to 30 for crossbows,
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but this will depend on the scale of the game you create.
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1 digit - units morale to start ( 1 to 5)
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1 digit - not used now - so just put any digit in. It will be used
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later when I have added AI to the game to play either side and when I have
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added group commands string - this can be of just about any length, it
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reads until the first blank so use '*' in place of blanks, the program will
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remove them. No quotes are needed, just put the string.
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section 5 - this section is not used now, it will be used later when I have
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added group commands and AI to run one of the sides. Just have ten rows
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with 99 in them(see one of the files included.
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I recommend you just copy one of the files and change things, that seems to
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be the easiest way. Be careful, there are not many checks in the program
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yet. One digit wrong and the game can bomb(if that happens watch how far
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the program gets and you can tell which section has the problem. If it
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draws the map and then crashes before the units are drawn you may be
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missing a leader line or the number in the first section may have the wrong
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number of units listed, etc.)
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GAME CONSIDERATIONS - All factors are used in figuring results (terrain,
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state, morale, facing, etc.) Each unit is roughly equivilant in size,
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however matching archers against men-at-arms is not very smart. a well
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timed charge can break a lines organization, but poor charges will destroy
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your cavalry. these and other common sense tactics must be followed. The
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English won by intelligent use of the longbow, this is a must for a win
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(but remember that your men are tired and their moral won't holdout for
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that long). Speaking of moral, it is far and away the most important item
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in the game. pay close attention and remember the only way to increase it
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is by doing some damage to the enemy.
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