266 lines
8.7 KiB
Plaintext
266 lines
8.7 KiB
Plaintext
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Ogre Docs Part III
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typed up by
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Digital Monk
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PREFERENCES:
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OGRE lets you customize various game features to suit your own taste,
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and can be used before or during a game. Selecting "Preferences" from
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the "OSI" menu will display the Preferences dialogue box. This presents
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you with five options to modify. Clicking on an option will change it.
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If an option has more than one choice, click on it unitl the desired
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choice is displayed.
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The Options are:
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Sound Effects: The default is "yes" (meaning sound effects will be
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heard). Turning sound effects off not only makes OGRE play more quietly
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(in case someone in the house is trying to sleep) , but also causes the
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program to operate a little faster.
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Reminders: During play, various dialogue boxes will appear as reminders
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that you have not performed all of the actions available to you, or that
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you are about to perform an irrecoverable action. If, for example,
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"Done" is clicked during the Defender Move phase and all of the
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defenders that can move have not done so, then a reminder dialogue box
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appears. There is a reminder for the end of each game phase as well as
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areminders for ramming and overrunning. The default for reminders is
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"yes".
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Skip Empty Turns: There are times when there is no possible action
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during the phase. If, for example, the Ogre has had all of its weapons
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destroyed, then there is nothing for the Ogre to do during the Ogre
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Attack Phase. Nonetheless, the Ogre Attack Phase appears and "Done" must
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be clicked to go on to the next phase. These "empty" turns can be
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bypassed automatically by setting "Skip Empty Turns" to "Yes". The
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default for skipping empty turns is "No".
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Ogre Message Speed: During the one-player game where the Ogre is
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controlled by the computer, various messages will appear informing the
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player as to what the Ogre is doing. The time that these messages remain
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visible can be modified with "Ogre Message Speed". the choices are
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"low", "med", and "high". The default is "low". this option appears
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dimmed during a two player game.
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Ogre Skill Level: This option allows the player to modify the level of
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intellegence with which the Ogre plays during the one player game. The
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levels are "low", "med", and "high". The default is "low". This option
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appears dimmed during a two player game.
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DETERMINING COMBAT RESULTS AND THE COMBAT RESULT TABLE:
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Here is how combat results are determined in the original OGRE as
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designed by Steve Jackson. The computer version of OGRE computes combat
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results in the same fashion, but in a manner totally transparent to the
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player.
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In general, each attack is resolved by comparing attack and defense
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strengths of the units involved, and then rolling a die. specifically:
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For each attack, all attack strengths involved are totaled, and then
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compared with the defense strength of the target in ratio form. This
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ratio is then rounded off in the defender's favor to one of the ratios
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shown on the COMBAT RESULTS TABLE. In other words, the target of the
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attack, be it Ogre or standard unit, gets the benefit of the
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rounding-off. Examples: 2 attack points against 1 defense point would be
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a "2 to 1" attack. 2 attack points vs. 2 defense points = 1 to 1; 3
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attack points vs. 2 defense points = 1 to 2; 6 attack points vs. 1
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defense point = 6 to 1 (treated as 5 to 1; see the Combat Results Table
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). Once the ratio is determined and rounded off, the attacker rolls the
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die and consults the proper column of the Combat Results Table to find
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the result. Results are applied immediately.
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-------------------------------------------------------------------------
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COMBAT RESULTS TABLE : COMBAT ODDS
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-------------------------------------------------------------------------
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Die Roll 1-2 1-1 2-1 3-1 4-1
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-------------------------------------------------------------------------
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1 ne ne ne d d
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2 ne ne d d x
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3 ne d d x x
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4 ne d x x x
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5 d x x x x
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6 x x x x x
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-------------------------------------------------------------------------
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Attacks at less than 1 to 2 are always ne
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Attacks at 5 to 1 or better, are always and automatic x
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Explanation of Symbols:
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ne: "no effect", The unit attacked is undamaged.
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d: Four Possible results, depending on the unit attacked.
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1) An Ogre is undamaged. (This shows as "glanced" in the sidebar)
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2) An infantry unit has its strength reduced by 1
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3) An armor unit is disabled. the unit can neither move nor fire next
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turn. An armor unit remains disabled until the end of the enemy's next
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Combat Phase.
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4) A disabled armor unit is destroyed if it receives a second "d" result
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while disabled.
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x: If the unit attacked is an Ogre, the part of the Ogre that was
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attacked is destroyed. If the defender is any unit other than an Ogre,
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it is destroyed.
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FIELD EDITOR MESSAGES:
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Command Post Already Present: Appears when the player attempts to put
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more than one Command Post on the field
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Crater in the Way: Appears when the player attempts to move the Ogre
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onto a crater.
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Please stay on the Map: Appears when a click occurs anywhere except in a
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legal area.
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GAME MESSAGES:
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2 units in hex Please move 1: When two defenders are in the same hex,
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one of them must be moved off before any action may be taken elsewhere.
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This message appears if any action is attempted with a defender other
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than the two are residing in the same hex.
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Can't move onto a crater: Appears when attempting to move a piece onto a
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crater.
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Can't move that far: Appears when attempting to move a piece more than
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its movement allowance.
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Command Post can't attack: Appears when the player attempts to target
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the Ogre with the Command Post.
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Disabled Can't attack this turn: Appears when the player attempts to
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target the Ogre with a disabled piece.
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Disabled Can't move this turn: Appears when the player attempts to move
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a disabled piece.
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Entire squad has aimed or fired: Appears when the player attempts to
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target the Ogre more frequently than the number of units in the squad.
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No attacker: Appears when the player attempts to target opponent by
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dragging from a hex that doesn't contain a piece.
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No clear path: Appears when the player attempts to move a piece from one
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hex to another, and there is no path of empty hexes short enough to
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complete the move.
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No combined on attacks on treads: Appears when the player attempts to
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combine pieces in an attack against the Ogres treads
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No Target: Appears when the player attempts to target the opponent by
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dragging from a piece to a hex that doesn't contain an opponent.
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No treads left!: Appears when the player attempts to move an Ogre that
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has no treads.
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Not enough treads to ram: Appears when the player attempts to ram that
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will cost the Ogre more treads than it has remaining.
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Ogre can't enter on a crater: Appears when the player attempts to bring
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the Ogre onto the field on any row other than the bottom one.
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Only two rams per turn: Appears when the Ogre player attempts to ram
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more than two pieces in one turn.
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Piece cannot move: Appears when the player attempts to move the Command
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Post or howitzer.
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Please move a piece: Appears when the player attempts to move a crater,
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an opponent's piece, or from a blank hex.
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Please stay on the map: Appears when a click occurs anywhere except in
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the legal area.
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Target one unit at a time: Appears when the Ogre attempts to target more
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than one defending unit at a time.
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Target out of attack range: Appears when the Ogre is beyond the range of
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the attacking piece, or when the ogre attempts to target a piece beyond
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the range of its available weapons.
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This hex is full: Appears when the player attempts to move a defending
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unit onto a hex that already contains the Ogre and another defending
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unit.
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This unit has moved: Appears when the player attempts to move a piece
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that has already moved it's full movement allowance.
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Unit already aimed this turn: Appears when the player attempts to target
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the Ogre with a piece that is already aimed at the Ogre.
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Unit already fired this turn: Appears when the player attempts to target
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the Ogre with a piece that has already fired.
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