798 lines
28 KiB
Plaintext
798 lines
28 KiB
Plaintext
STORM MASTER
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USER'S MANUAL
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TABLE OF CONTENTS
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TECHNICAL DATA 4
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SCENARIO/OPTIONS 5
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MAIN MENU 6
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THE MASTER MILLER 7
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THE ECCLESIAST 8
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THE HIGH CONSTABLE, THE JOKER, THE INQUISITOR 9
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THE LEONAARDO 10-11
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THE COMMANDER 12-14
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Game Design: Andre ROCOUES
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Louis-Marie ROCQUES
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Art & Graphic Design: Jean-Christophe CHARTER
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Pascal EINSWEILER
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Music: Fabrice HAUTECLOQUE
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TECHNICAL DATA
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==============
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STARTING THE GAME:
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- ATARI, AMIGA: Insert the game disk in the drive and turn
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on your computer.
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- PC: At the MS-DOS prompt, insert disk A in drive A and type
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STORM.
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PC USERS:
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- HARD DISK INSTALLATION:
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Create a sub-directory and copy all the files from lhe game disk(s) inside
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this sub-directory. When starting the game from your hard disk, leave disk A
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in drive A. The program must check the protection on your original disk.
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- SPECIFIC PC TROUBLESHOOTING:
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* The program stops while loading: Your MS-DOS installs some memory resident
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utilities. These TSR programs may take too much memory space.
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* The program stops while playing digitised PCM sounds: Type STORM S
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instead of STORM to start the game. This cancels the PCM sounds
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playback.
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* Joystick problems: Type STORM J instead of STORM to start the game.
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* Mouse problems: Type STORM M instead of STORM to start the game.
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IF YOUR ATARI HAS A SINGLE-SIDED DRIVE:
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---------------------------------------
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Please send the double-sided disk by mail, we will return two single-sided
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disks.
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TO QUIT THE GAME: Press Control X.
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TO PAUSE THE GAME: Press ESC.
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COMMANDS:
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=========
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You control the game with the mouse. Usually, the left button is used to
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select and confirm an option. The right button has two functions: it is used
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to cancel a selected option or to read information about a place (point
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selected on the map).
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If you use the KEYBOARD, you move with the numeric pad (numbers 1 to 9).
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To move by blocks, press Control + (number). The RETURN and SHIFT keys
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replaces the left mouse button (select and confirm) and the SPACE BAR acts
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like the right button (Cancel or Infos).
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If you use the JOYSTICK, move naturally in the eight possible directions.
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Select and confirm options with the fire button. To get Infos or Cancel an
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option, press the Space bar.
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INTRODUCTION
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============
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Eolia and Sharkaania are twin islands, located on Urgaa, a strange planet
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where the winds are the masters of natural harmony.
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Dynasties from both islands have been fighting merciless since the mists
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of times. The reason of this neverending battle has been forgotten long
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ago...
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Once again, the Grand Magister of Eolia has been murdered by Sharkaanians
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mercenaries.
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You have been appointed by the Council of Seven, formed by the seven main
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governors of the country, to carry on his task. The destiny and the
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treasure of a wasted kingdom lies in the palm of your hands...YOUR GOAL is
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to loot and destroy the seven enemy cities, causing the fall of
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Sharkaania. Beware, they are trying lo destroy you too!!
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GENERAL NOTIONS
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===============
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Eolia and Sharkaania are about 5000 km2 in size, and each island is the
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home of 50,000 citizens. Both islands are crossed by windy currents, and
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their strength depends on the current season. They are always different
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for each new game you play.
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You start the game with a limited amount of money, expressed in Kaa (the
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local currency).
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Use your treasure wisely.
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Time is essential through the game: each confirmed action lasts a certain
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amount of time, while your opponent has the same time lo progress. You
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will have to be faster than him to win the game and destroy him.
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Spend your treasure carefully. You can loose cities with local anarchies,
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and your men can die from starvation.
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Crossing the channel between both islands would be easy, but is impossible.
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It is the home of Goorza, a starving and dangerous sea monster.
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STARTING SCREEN
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===============
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This screen is displayed right after the game presentation. From this
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screen you can:
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- Choose a scenario.
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- Start a new game and choose the difficulty level.
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- Load a saved game. A message will appear when you should insert your
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saved game disk in the drive.
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- Disable the 3D combat action option. The results of the battles will
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then be processed by the computer.
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SAVING A GAME
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=============
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To save a game in progress from the Main Screen, click on the Scribe (see
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illustration next page). The program will ask you to insert a blank
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formatted disk. You can save as many times as you want. Saving a game costs
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some money.
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THE MAIN MENU
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=============
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This screen shows the Council of Seven. You can go through every step of the
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game by clicking on the appropriate character.
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____________________________________________________________________
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| In this area are the seven characters. |
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| Numbered 1-9 from right to left in the list below. |
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|___________________________________________________________________|
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| A | | D |
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|____________| C |____________|
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| B | | E |
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|____________|_________________________________________|____________|
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1) The Adviser
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2) The Ecclesiast
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3) The Master Miller
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4) The High Constable
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5) The Joker
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6) The Leonaardo
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7) The. Scribe
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8) The Inquisitor
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9) The Commander
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A: Current month. Click on this icon to advance to the next month.
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Game datas, including your opponent's evolution, will be processed by
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the computer.
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B: Current Year. Each year lasts six months: Duun, Yool, Hiig, Kaax, Noor
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and Taaz. The power of the winds is different for each month.
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C: The messages are displayed on the scroll during the game.
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D: Your Treasure, expressed in Kaa.
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E: EXIT BOX. Click on this icon from the Main Screen to quit the game, or to
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go to the previous menu from the other screens.
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ANIMATIONS
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==========
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Enemy aggressions are indicated by animations displayed on the Main
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Screen. There are four kinds of animations:
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- The murder of one of your ministers. He becomes unavailable for a
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certain period of time.
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- The summoning of a deadly tornado.
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- The bombing of one or more of your strategic sites. Most of the tlime,
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the opponent will attack the strategic sites located on your coasts.
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- The looting of a city.
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THE ADVISOR
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(General Statement)
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For a small fee, the Counsellor will give you all the information you
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need about your kingdom.
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THE MASTER MILLER
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=================
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(Production Control)
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This screen displays the kingdom map and the management
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icons.
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USING THE MAP (lop left icons)
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------------------------------
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You can scroll the map up or down by pressing the arrow
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keys. The two rectangles display the top or the bottom part of
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the map. The winds discovered by the Ecclesiast are displayed
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in the circle next to the arrows (see next page). To get
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information about a place, click
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anywhere on the map with the right mouse button.
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MANAGEMENT ICONS (from left to right)
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Each icon represents a certain type of production. Click anywhere on the
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map (right button to cancel) to start this production. The cost is
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displayed at the bottom of each icon.
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ICON 1: Wheat Culture.
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This type of culture requires a very fertile land, screened from winds.
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Wheat grows better in plains.
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WARNING: As time goes by, the cultivated land gets poorer, and your yield
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gets down to almost nothing. You have to move to another area, or
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ask the Ecclesiast to magically refertilize the land (see next
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page). You will need more food as your population grows. Be very
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careful! A famine can lead you to your fall.
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ICON 2: Broomfs Breeding.
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These creatures like the sharp mountain landscapes and the high altitudes.
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Their wool is used to weave sails, but their best part is the meat giving
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strength and vitality to workers, while increasing their productivity.
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ICON 3: Sqiiz Breeding.
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These giants bees create a special honey, raising the intelligence
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level of the population. Your men will design more performing products. The
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Sqiiz makes honey from very fragile flowers. You should avoid windy zones.
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ICON 4: The Mills.
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Mills are activated by the winds. They produce all the elements used to
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design new flying ships. The type of production depends on the local
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environment:
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- Forest : The wood is used to build the vessel structures.
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- Mountains: The iron mines produce propellers, shields and engines.
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- Plains : Sails and balloons are designed in factories.
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These products have different values. The intelligence level of the workers
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affects the range of production.
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ICON 5: Budget.
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You can allocate any amount of money to any production site to improve
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its productivity. Beyond a certain amount of money, this option is not
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very useful.
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WARNING: Your kingdom is not very large, with a few windy zones and a lot
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of various landscapes. Carefully dispatch your industrial production sites
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on the map.
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THE ECCLESIAST
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This screen is similar to the master miller screen and displays the map
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of Eoila. The Ecclesiast is also displayed as a small character. You can
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give him orders with the icons at the bottom of the map.
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ECCLESIAST ICONS (from left to right):
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ICON 1: Temple Construction. This action costs a lot of money. Temples
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are used for religious ceremonies.
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ICON 2: Movement. To move the Ecclesiast, click on this icon, then on the
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destination point.
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ICON 3: Wind Prediction. The Ecclesiast has the power to predict the winds.
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If there is a wind around him, it turns into a tornado.
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ICON 4: Refertilization. To refertilize land, you must first move the
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Ecclesiast to the selected area.
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ICON 5: Mass & Winds Menu
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WIND MENU:
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The winds are obtained after a religious ceremony. To use a wind, click on
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one icon, then on the map to point on the area where you want the wind to
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operate. Its power depends on the selected icon.
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Wind Icons (from left to right):
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ICON 1: Very light local wind.
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ICON 2: Medium wind. Spreads over a quite large area.
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ICON 3: Heavy winds through the whole country.
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ICON 4: Very powerful tornado.
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ICON 5: Deadly raging cyclone. To be sent on the opponent. Once you have
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scrolled the map, you must reselect the icon then click on the
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target to destroy. Click on Exit or on the right mouse button to
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cancel.
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THE RELIGIOUS CEREMONY:
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To perform a religious ceremony, the Ecclesiast must be next to a temple.
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Click on the drawing on the right of the buttons.
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This is an incantation devoted to the god Eolu. Depending on the
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spirituality level reached at the end of the ceremony, you will gain a
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wind you can use as described previously. This value is graphically
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measured by a will-o-the-wisp coming out of a well, and moving up or
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down.
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At the centre of the screen, you can see the Baarma, the Sacred Book of
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Eolia. The Baarma indicates in which part of the ceremony you currently
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are. Depending on each specific part of the ceremony, you must click on
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certain characters on the screen to confirm or cancel a specific action.
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Several actions can be performed simultaneously.
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THE BAARMA CHAPTERS: THE CEREMONY
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I. Overture (OTOO):
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The ceremony may only begin with the sound of thunder, causing the
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will-o-the-wisp to appear.
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II The Adoration (SAAVI):
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The Ecclesiast speaks, the faithful grovel before him.
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III. The Call (EHOOL):
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The various communities sing prayers, imploring Eolil's coming.
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IV. The Reading (BLAAB):
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The reader declaims litanies in memory of all the deceased Ecclesiasts.
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V. The Dance (TOOSE):
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Symbol of the cyclone, the Dance is performed by a turning dervish while
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the bells are ringing.
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VI. The Harmony (KWAAX):
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All the different musics melt into a single mystic harmony.
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VII. The Sacrifice (GOORZ):
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A young male Broomf is offered up as sacrifice to the sound of rolling
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drums.
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VIII.The Blessing (NIIBA):
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At the Ecclesiast's order, the crowd, the Baarma Keeper and the
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Balance-Monk execute cabalistic passes.
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IX. The WindSong (FUUL):
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The Chosen Ones (male and female) sing the mysterious ancestral song.
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X. The Acclamation (OROO):
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All the members of the ceremony greet Eolli for his endless mercy.
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THE HIGH CONSTABLE
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(Trading)
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This screen allows you to use three different options:
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STOCK EXCHANGE:
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Click on the auction sale scene on the screen. You can then buy and sell
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any type of product. Select the product on the table. The current prices
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will be displayed on the scroll.
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To sell products, click on the characters to the left. To buy products,
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click on the characters to the right. You must then confirm by clicking on
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the auctioneer (the character holding a hammer). Look at the bottom of the
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scroll to know if you are buying or selling products. If the price includes
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a decimal point, the value is always rounded to your disadvantage.
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TAXES:
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Click on the character sitting at the table, in the right bottom part of the
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screen. A special abacus, the Cranool, is displayed on the screen.
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Taxes are determined with this precious tool. Small icons allow you to
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confirm or cancel taxes for each city. The income is displayed
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simultaneously. The tax income depends on the comfort level of the city.
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To cancel or confirm, use the two bottom buttons. Your tax income will be
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automatically added to your current treasure.
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WARNING:
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Do not misuse taxes. Some cities, especially those with a low comfort
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level, may rise against you if taxes are too high.
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COMMERCIAL CONTRACTS:
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When you click on the two centre characters which are shaking hands, a
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treaty proposal is displayed on the screen. There are many various
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treaties. They change often. If you agree with the proposal, click on
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OK, or cancel with NO.
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THE JOKER
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=========
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(Leisure & Entertainment)
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Leisure and entertainment are important to the game. Entertaining your
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population is a decisive factor. After all, like us, they want to have
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fun and forget all their problems. You can allocate money to each kind of
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entertainment by clicking on PLUS, MINUS, and OK.
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THE INOUISITOR
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(Secret Police)
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This screen allows you to choose between four options:
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THE EAGLE (left):
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The eagle is used to deliver political and military contracts over long
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distances.
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THE DOVECOT
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(Background centre):
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For a cheap price, they will give you various informations. The two first
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cages are related to Sharkaania while the six other ones correspond to
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different parts of your kingdom. The coats of arms will give you information
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about the current situation in your cities. To EXIT, click on the Exit cage.
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THE MAP OF THE WORLD
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(Centre, on the ground):
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You can view your opponent's map, including all his buildings and type of
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cultures. It is very useful to prepare military operations.
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THE EXECUTIONER
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(Character on the right side of the screen):
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He will murder one or more enemy ministers. His rates are fairly high, but
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for a long period of time you will be insured that no attack can be
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performed by the ministers he murdered.
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WARNING: Prices are always higher after each murder. The Executioners are
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homeless, and not always reliable.
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THE LEONAARDO
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=============
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(Sciences)
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You can choose from five options in this screen.
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THE SCIENTIFIC ACADEMIES
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(Treasure. bottom left):
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You can allocate money to the different academies in your citics by
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clicking on the PLUS and MINUS buttons. You will raise the comfort level of
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the cities when you allocate money to its academy.
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FLYING SHIPS DESIGN
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(Drawing-board on the left):
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To select the type of ship you want to design, clicking on one of the four
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ship drawings.
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The design process is achieved in three steps:
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PHASE 1: SHIP'S EQUIPMENT
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-------------------------
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Choose the components you want with the icons, then place them on the plan
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using the small crosses on the screen. You can move and delete elements, or
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add several ones of the same type. The numbers displayed on the icons
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indicates the current available component stock. If one element is not
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available (like the ship structure), you cannot build a flying ship.
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IMPORTANT NOTICE:
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- Propellers and engines are heavy, but the ship's speed is increased.
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- Sails and balloons lighten the ships, but they reduce speed.
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- Shields offer a good protection during battles.
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PHASE 2: CREW ASSIGNMENT
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-------------------------
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Click on the selected character. You can then add soldiers with the left
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mouse button, and remove them with the right mouse button.
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IMPORTANT NOTICE:
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- Your flying ship will not operate correctly without a pilot.
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- Captains and cooks are important, since they affect the crew's morale and
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behaviour and the overall ship performance (speed and combat
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effectiveness).
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- Riflemen and catapult gunners are assigned to the difrerent weapons on
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board of the flying ship.
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- Infantry is exclusively used for looting your opponent's cities.
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- Large crews cost a lot of money during campaigns, and increase the
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weight of the ship.
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LAST PHASE: TRIAL FLIGHTS.
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--------------------------
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This stop is sometimes painful. A complete check-list is displayed on the
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screen, including the ship plans, the crew assignment and the value of
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various performance factors. Speed is essential to the wargame part of
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Storm Master (managed by the Commander). You can modify plans, crew
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assignments, or test the ship in flight with the icons on the right of the
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screen. The trial flights are performed in the plains. To know their
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results, you will watch the flight on the screen. You cannot use a ship
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without carrying on a preliminary trial flight.
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Vessels crashed during one of them are also unavailable. The check-list is
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displayed once again after the trial flight. To confirm the whole operation,
|
|
click on OK. The plans are automatically saved, and you can later modify the
|
|
ship at anytime. You still will have to test any modified ship in flight.
|
|
|
|
|
|
MASS PRODUCTION
|
|
---------------
|
|
Once you designed an operational flying ship, you can order mass
|
|
production to raise your army. To do this, click on the ship construction
|
|
scene (top left of the screen), then select the ship.A command sheet with
|
|
all the information about the mass production of this type of
|
|
vessel is displayed on the screen. The number of ships you can build
|
|
(according to the number of available elements and soldiers) is displayed
|
|
at the bottom of the scroll. To determine the number of ships you want to
|
|
order, click on the PLUS and MINUS buttons, and confirm with OK. The flying
|
|
vessels are immediately available.
|
|
|
|
SHIP DESTRUCTION
|
|
-----------------
|
|
Click on the top right part of the screen to select this option. It is
|
|
sometimes very useful.
|
|
For example, if you have raised an army with poor performance (low speed)
|
|
and you have enough ship components in stock to raise a much faster one,
|
|
adding the new army to the old one would give an average performing army as
|
|
a result. It is much more interesting to destroy your old army first, then
|
|
raise a new one. You will have less ships, but your armada will be much
|
|
more efficient. Examine carefully your production, your treasure and your
|
|
strategic targets before proceeding.
|
|
|
|
To destroy a ship, click on the type of vessel, then on the scroll, and use
|
|
the PLUS, MINUS or OK buttons.
|
|
|
|
WARNING: All the ship's components are destroyed too, but their crews are
|
|
still available.
|
|
|
|
SHIPS SUMMARY
|
|
--------------
|
|
A summary of the four different ship types is displayed when you click on
|
|
the board above the character. This option is very useful when you are
|
|
about to raise an army for your campaign.
|
|
|
|
IMPORTANT NOTICE:
|
|
|
|
- IKAAR ships are light and fast. They carry a limited number of men, but
|
|
are very effective during quick raids.
|
|
- SKRUUZ ships are excellent battleships. Like IKAAR ships, they carry a
|
|
limited number of troops, and are ineffective for looting enemy cities.
|
|
- OGLEE ships are equipped with a catapult to protect them from enemy
|
|
attacks. They can carry a large number of men.
|
|
- NOOWE ships are extremely heavy and slow, but you can load a huge army on
|
|
them.
|
|
|
|
|
|
THE COMMANDER
|
|
==============
|
|
|
|
Military operations are decided on the map. To select the operation you want
|
|
to perform, click on one of the five icons.
|
|
|
|
ICON 1: AIRFIELD CONSTRUCTION.
|
|
------------------------------
|
|
The total cost is displayed under the design.
|
|
Select the icon and drag the symbol on the map. The airfields are the
|
|
starting point of your army during the war.
|
|
|
|
ICON 2: KOOLPER CONSTRUCTION.
|
|
-----------------------------
|
|
Same as airfields. These flak batteries inflict heavy damage to the
|
|
opponent's ships during attacks.
|
|
|
|
ICON 3: ENLISTMENT.
|
|
-------------------
|
|
There are six classes of soldiers: ship captains, pilots, riflemen,
|
|
catapult gunners, infantry men and cooks. Click on a class to view the
|
|
character summary screen. Use the PLUS, MINUS and OK buttons to enlist men.
|
|
The soldiers enlisted are added to your current troops, and you can assign
|
|
them to different crews. Click on EXIT on the command panel to leave ths
|
|
menu.
|
|
|
|
ICON 4: SHIPS ASSIGNMENT (AIRFIELDS)
|
|
------------------------------------
|
|
Select the type of ship, then drag the symbol to an airfield on the map.
|
|
Unassigned ships are unavailable for army use.
|
|
|
|
ICON 5: CAMPAIGN.
|
|
-----------------
|
|
Your goal is to destroy the seven enemy cities. The only way to achieve
|
|
this is to elaborate military campaigns. A campaign is composed by
|
|
different operations.
|
|
|
|
First, you must regroup your armada. Click on the selected airfield on the
|
|
map. The selected army located on the airfield will be ready to start the
|
|
campaign.
|
|
|
|
To determine the type and number of flying ships assigned to the campaign,
|
|
click on the numbers displayed to the right of the ship names (on the
|
|
command scroll). The number of men left on the airfield is displayed to
|
|
the left. You also click on this to determine the number of men. Click on
|
|
OK to confirm.
|
|
|
|
The average speed of your armada, the total amount of soldiers, the
|
|
resistance and the strength of your army are displayed on the screen.
|
|
|
|
These values are calculated according to the performance factors of each
|
|
ship, and are essential to the next step of the campaign.
|
|
|
|
You now have to finance the campaign. Use the two arrows on the scroll. The
|
|
Cost is expressed in travel days, depending on the number of soldiers
|
|
assigned to the campaign.
|
|
|
|
Click on OK to confirm, NO to cancel.
|
|
|
|
You will not be able to recover the money spent here. If you still travel
|
|
after the number of days has expired, your ships will start to wreck.
|
|
|
|
The control panel of the flagship is displayed at the bottom of the screen.
|
|
Your ship is displayed on the map.
|
|
|
|
|
|
CONTROL PANEL
|
|
|
|
_______________________________________________________________________
|
|
| | | | | 5 | |
|
|
| 1 | 2 | 3 | 4 |----------------| 7 |
|
|
| | | | | 6 | |
|
|
|____________|_______|_______|_______|________________|_________________|
|
|
|
|
|
|
1. Movements in all directions: The ship stands still on the centre.
|
|
|
|
2. Landing or looting: Use this option over an enemy city to loot it, or
|
|
over an airfield to end the campaign.
|
|
|
|
3. Bombing: A click on the mouse button drops a bomb from the ship. The
|
|
number of bombs required to destroy an enemy target depends on the
|
|
resistance level of your opponent. The Inquisitor holds this kind of
|
|
information. Do not waste bombs on cities.
|
|
|
|
4. Calendar: The length of the travel days depends on the average speed of
|
|
your armada. When the number of days is expired the ships in your
|
|
armada will wreck one by one.
|
|
|
|
5. Speed: The speed of the armada depends on the winds. The display will
|
|
move according to this factor.
|
|
|
|
6. Loot. After looting an enemy city, you will be rewarded. The loot depends
|
|
on the number of men sent to loot the city. To be destructed, a city
|
|
must be totally looted. You win the game when all the enemy cities have
|
|
been looted. The Inquisitor can give you information about the enemy
|
|
cities. The loot will not be added to your treasure as long as
|
|
your army has not returned safely home.
|
|
|
|
7. Condition. The current state of the armada and the different ship types
|
|
are displayed here.
|
|
|
|
WARNlNG:
|
|
|
|
Your opponent will shoot at you if you fly near his KOOLPERS (flak), and he
|
|
will send troops to attack your kingdom. If two armadas meet, the 3D
|
|
action combat part of the game is activated.
|
|
|
|
3D ACTION COMBAT
|
|
----------------
|
|
The flagship's pilot instruments are displayed in the control panel at the
|
|
bottom of the screen. No matter what type of ships your armada is made of,
|
|
you always are equipped with crossbows and a catapult. The strength of the
|
|
battle depends on the number of men engaged in it, on your own strength
|
|
and on your resistance level. All these information are displayed in The
|
|
check-list of each ship.
|
|
|
|
|
|
CONTROL PANEL:
|
|
|
|
________________________________________________________________________
|
|
| _________ _________ _________ ________ _________ _________ |
|
|
| | | | | | | | | | | | | |
|
|
| | 1 | | 2 | | 3 4 | | 5 | | 6 | | 7 | |
|
|
| |_________| |_________| |_________| |________| |_________| |_________| |
|
|
|________________________________________________________________________|
|
|
|
|
1. Armada current condition.
|
|
2. Control and fire (left crossbow).
|
|
3. Catapult shoot.
|
|
4. Catapult angle control.
|
|
5. Movement in 4 directions.
|
|
6. Control and fire (right crossbow).
|
|
7. Number of enemy ships left.
|
|
|
|
The battle ends when one of the armadas has been totally destroyed.
|
|
|
|
MOUSE AND JOYSTICK CONTROLS
|
|
---------------------------
|
|
|
|
If you use the keyboard, you can move by using the numeric pad. Each key
|
|
allows you to move in the same direction. Press Shift to fire weapons.
|
|
|
|
Normal moves: The ship moves in all directions.
|
|
|
|
Other controls: Press the Fire Button or the Shift key.
|
|
|
|
Control and fire
|
|
Left Crossbow
|
|
|
|
\ | /
|
|
\ | /
|
|
\ | /
|
|
\ | /
|
|
\ | /
|
|
Catapult \ | / Catapult
|
|
angle control \|/ Shoot
|
|
----------------------
|
|
/|\
|
|
/ | \
|
|
/ | \
|
|
/ | \
|
|
/ | \
|
|
|
|
Control and fire
|
|
Right crossbow.
|
|
|
|
|
|
|
|
|
|
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
|