TeleWar II TABLE OF CONTENTS About TeleWar and TeleWar II.................................5 BBS Support..................................................5 Bix Support..................................................6 Making a Working Copy........................................6 Hardware Requirements........................................6 TeleWar II Basic Operation...................................7 Loading Telewar II (512K)............................7 Loading TeleWar II (1 meg+)..........................7 When the Program Begins..............................8 Mouse................................................8 Keyboard.............................................8 Verification Requesters..............................9 TeleWar II Overview.................................10 TeleWar II Display & Control........................11 Battlefield Terrain Map.....................11 Control panel...............................12 Menu/Message Bar....................12 Ordnance Status Table...............13 Tactical Grid Map...................14 Ordnance Control....................15 RECV & Send.........................17 Ordnance - the Game Pieces..........................18 Starting TeleWar II.................................21 Movement............................................22 Firing Unit.........................................23 Options.............................................24 Playing TeleWar II..................................25 Ending TeleWar II...................................25 TeleWar II Menus - General Info.............................26 TeleWar II Menu.....................................27 Scenario Menu.......................................27 Game Menu...........................................28 Choose A Side...............................28 Start A Game................................29 Cede/End Game...............................29 TeleComm Menu...............................................29 TeleCommunication Mode..............................29 Sending (Caller)............................30 Receiving (Answer)..........................30 Null Modem Connect..........................30 TeleConnect OFF.............................31 Disconnect (Hangup).................................31 Transmit Game and Play..............................31 Dial Telephone Number...............................31 Tele Files Menu.............................................32 Modem Parameters....................................32 Opponent Parameters.................................34 Game Files Menu.............................................35 Game Directory......................................36 Play Saved Game.....................................37 Options Menu................................................37 Turn Timer Settings.................................37 Firing Protocol.....................................37 Fire/Unit/Turn......................................38 TeleConnect Procedure.......................................38 Setting Modem Parameters............................39 Voice Contact.......................................41 TeleConnect Procedure Summary.......................42 TeleConnect - Another Method........................43 Appendix A - TeleWar II Directories.........................44 Appendix B - Using a Hard Disk..............................45 Appendix C - Trouble Shooting...............................46 1 ABOUT TELEWAR AND TELEWAR II 2 3 TeleWar II is the second in a series of 4 Telecommunication war games written by 5 Scott Lamb and published by the Software 6 Terminal. The first game in the series 7 was TeleWar. Due to the popular demand 8 of the dedicated ranks of TeleWar users, 9 TeleWar II was released. 10 11 Game play in both TeleWar and TeleWar II 12 is identical. The difference between the 13 two is that each contains a different set 14 of Battlefield maps. The Battlefield maps 15 in the original TeleWar were called RIVER 16 MEADOW, MARSHLAND BOG and DESERT 17 DUNE. 18 19 The three new maps provided in TeleWar 20 II are named ROCKY CANYON, JUNGLE 21 RUINS, and ARCHIPELAGOS. As with 22 TeleWar, each of these Battlefield Maps 23 were designed to provide a unique 24 strategic and tactical arena in which to 25 play a war game. 26 27 Both TeleWar and TeleWar II stand alone 28 as games; that is, neither one requires 29 possession of the other in order to be 30 played. 31 32 BBS SUPPORT 33 34 We ask that you fill out and mail the 35 enclosed registration card to us. When we 36 receive this card, you'll be logged on our 37 2400 baud bulletin board, Track II. All 38 updates and revisions of TeleWar II, should 39 any be necessary, will be posted in the 40 FILES area and can be downloaded by all 41 registered owners. Page 5 1 A message area is herein provided where 2 comments and questions may be posted, 3 and TeleWar II players may be found. We 4 also ask that you report problems you 5 might be having with TeleWar II. 6 Inquiries will usually be answered within 7 24 hours. 8 9 BIX SUPPORT 10 11 In addition to maintaining our own BBS, 12 we maintain a vendor conference on BIX 13 (Byte Magazine Information Exchange) 14 under the conference name 'telegames'. 15 Questions and answers, as well as new 16 product information, can be found here. 17 18 MAKING A WORKING COPY - TELEWAR II 19 20 TeleWar II is not disk copy protected. It 21 may be copied using any of the regular 22 Amiga copy techniques from WorkBench or 23 the CLI. Please read your Amiga manual 24 for the particulars of disk copying, if you 25 are unfamiliar with these procedures. 26 27 Before using TeleWar II for the 1st time, 28 we recommend you make a working copy 29 of the disk. Then Please rename the copy 30 TeleWarII, like the master program disk. 31 32 HARDWARE REQUIREMENTS 33 34 To play TeleWar II you will need an Amiga 35 computer - 500, 1000, 2000, etc. - with 36 at least 512K of RAM. 37 38 To play TeleWar II over the phone with 39 another computer you also need an "AT" 40 command set compatible modem operating 41 at 300, 1200, 2400 or 9600 baud. page 6 1 LOADING TELEWAR II (512K) 2 3 To play TeleWar II on an Amiga with 512K 4 of RAM, just follow the regular startup 5 sequence for your Amiga computer (if you 6 are using an Amiga 1000, then be sure not 7 to forget the Kickstart disk). When your 8 Amiga computer requests the 1.2 9 Workbench disk, insert the TeleWar II 10 working copy into the internal drive. 11 TeleWar II will then autoboot. 12 13 Note: With 1 external disk drive mounted 14 on your system, TeleWar II requires all 15 512K of memory to operate. Consequently, 16 unless more than 512K is installed in the 17 computer, there will not be enough 18 memory to run both TeleWar II and the 19 WorkBench at the same time. 20 21 LOADING TELEWAR II (1 MEG+ RAM) 22 23 Boot up your Amiga with your usual 24 custom Workbench Disk. Then place the 25 TeleWarII working copy in any disk drive, 26 and start up the program using the icon 27 provided in the directory window. 28 29 TeleWar II is a "smart" program, and will 30 find itself and all its file directories, 31 whether it resides on any of the floppy 32 disk drives df0, df1, df2, or df3. 33 34 WHEN THE PROGRAM BEGINS 35 36 After TeleWar Ii loads into the computer, 37 the Credits picture will display on your 38 monitor. To exit the Credit picture and 39 to play TeleWar II, click the left mouse 40 button. A requester will appear and ask 41 you for a manual validation character. Page 7 1 You will be requested to type in the 1st 2 letter of a random word for the TeleWar 3 II manual. For example, the requester may 4 ask for the first letter from 5 6 Page 12 Line 14 Word 5 7 8 After you find and type in the correct 9 letter, the Rocky Canyon Battlefield map 10 will load. TeleWar II is now ready to 11 begin. 12 13 MOUSE 14 15 TeleWar II uses the familiar Intuition use 16 interface. You interact with the program 17 by means of the mouse. The left mouse 18 button always allows you to select and 19 move game pieces, and make requester and 20 control panel gadget selections. The right 21 mouse button is used to display and select 22 menu options that control program 23 operations. 24 25 IMPORTANT WARNING! 26 27 IMPORTANT!!! WHEN TELECONNECTED, 28 DON'T HOLD DOWN THE RIGHT MENU 29 BUTTON UNLESS ABSOLUTELY 30 NECESSARY, AS IT PREVENTS SERIAL 31 PORT READS, AND POSSIBLY CAUSE 32 YOUR AMIGA TO MISS OPPONENT'S 33 MOVES, THUS DISRUPTING THE GAME! 34 35 KEYBOARD 36 37 The keyboard of the Amiga computer is 38 used to input specific modem and opponent 39 telecommunication parameters, filenames, 40 and messages (once a telecommunication has 41 been established). Page 8 1 Messages between players may be typed at 2 any time during a game, using the SEND 3 and RECV lines at the bottom of the 4 display. However, because of the intense 5 time requirements of TeleWar II during 6 piece animation (simultaneous graphics, 7 sound and telecommunications) the letters 8 typed must be temporarily buffered and 9 not displayed until after all animation has 10 been completed. 11 12 VERIFICATION REQUESTERS 13 14 A verification requester will appear in the 15 center of your Control Panel, and in the 16 center of all scrolling disk access screens, 17 whenever you request an action that might 18 drastically effect the current game 19 configuration. Moving the mouse pointer 20 within the borders of such a requester and 21 clicking the left mouse button will 22 generally cause the requested action to be 23 initiated, while moving the mouse pointer 24 outside the borders of the requester and 25 clicking the left mouse button will 26 generally then cancel the requested action. 27 28 These requesters are designed to protect 29 you from accidentally initiating an action 30 that may irreversibly change some aspect 31 of the game play, or inadvertently break the 32 teleconnection. 33 34 Please read these requesters carefully 35 before responding to them, otherwise you 36 may initiate an action that you actually do 37 no want to occur. 38 39 40 41 Page 9 1 TELEWAR II OVERVIEW 2 3 TeleWar II allows two computer users with 4 modems to play an animated, strategy war 5 game against one another over the phone. 6 Two players may also play against each 7 other on a single computer. 8 9 Three perspectively viewed Battlefield 10 Terrain Maps are provided, Rocky Canyon, 11 Jungle Ruins, and Archipelagos, across 12 which you must battle your opponent to 13 victory or defeat. 14 15 Four types of animated military attack 16 ordnance are provided, as well as supply 17 vehicles and air support. 18 19 Pieces move, turn and fire on command. 20 To select an ordnance unit, simply point 21 the pistol barrel of the mouse pointer to 22 any game piece visible on the Battlefield 23 Map or to one of the positions marked on 24 the Tactical Grid, and press the left mouse 25 button. The chosen piece is now marked 26 by a surrounding yellow bracket. 27 28 To MOVE the selected unit, just point to 29 any location on the Battlefield Map and 30 press the left mouse button. To FIRE the 31 selected unit, choose a firing angle from 32 the Firing Gadget Cluster, then click on 33 the Firing gadget. 34 35 A single turn lasts until each ordnance 36 unit has moved and fired once or the Turn 37 Timer runs to zero. Play can be passed to 38 the other player by clicking on the PASS 39 gadget once the player has made all the 40 moves he wishes to make. Page 10 1 Each time a game piece is hit it sustains 2 damage. Too much damage, and the piece 3 is destroyed. Destroyed game units may 4 be removed from the Battlefield Map by a 5 single, on target hit from either side. 6 7 As units run short of AMMO or FUEL, 8 the can be resupplied from Supply 9 Vehicles which are positioned adjacent. 10 11 Air support may be called as long as less 12 then FIVE pieces have moved and less 13 then FIVE shots have been fired. 14 15 The goal of TeleWar II is to destroy your 16 enemy's HeadQuarters -- not an easy task! 17 18 TELEWAR II DISPLAY AND CONTROL 19 20 The display of TeleWar II is divided into 21 two sections. The upper half screen is 22 called the Battlefield Terrain map, while 23 the lower half of the display is referred to 24 as the Control Panel. 25 26 BATTLEFIELD TERRAIN MAP 27 28 The Battlefield Terrain Map is a close-up 29 perspective view of the current TeleWar II 30 battlefield with both the BLUE and RED 31 military ordnance in position. At any 32 given time one-sixth of the Battlefield 33 Map is displayed. Movement and attacks by 34 army units are graphically animated on 35 this Battlefield Terrain Map. Generally, 36 only those areas of the map containing a 37 player's unit can be viewed. Calling for 38 Air Support, however, will scroll across 39 the one-third portion of the Battlefield 40 Map over which the Air Support flies -- 41 updating enemy positions as it does so. Page 11 1 CONTROL PANEL 2 3 The lowe half of the TeleWar II display is 4 called the Control Panel. The Control 5 Panel is comprised of five distinct areas 6 which provide information, game controls, 7 and a user-to-user interface. These five 8 sections are as follows. 9 10 (1) The Menu/Message Bar 11 (2) The Ordnance Status Table 12 (3) The Tactical Grid 13 (4) RECV & SEND Message Lines 15 16 (1) MENU/MESSAGE BAR 17 18 The black bar at the top of the Control 19 Panel, that separates it from the display 20 of the Battlefield Map, is the Menu and 21 Message Bar. Don't let the location fool 22 you. This is the same Intuition Menu bar 23 that usually sits at the top of the screen. 24 25 The menus will be displayed whenever the 26 right mouse button is pressed. Refer to 27 the Menus section in this manual to learn 28 about the operation of each menu. 29 30 During the course of a game, the Menu 31 Bar displays MESSAGES to you, the 32 commanding officer from your field units 33 of either the RED or BLUE army. If you 34 do not know the result of your last 35 action, read the message that is displayed. 36 For example, if you have just fired on an 37 enemy unit, your troops will inform you as 38 to whether or not you hit that unit. Or 39 if the enemy has fired, you will learn if 40 one of your units was damaged by the 41 incoming fire. Page 12 1 (2) ORDNANCE STATUS TABLE 2 3 The far left portion of the Control Panel 4 is the Ordnance Status Table. The status 5 of the ordnance currently selected will 6 always be displayed in the table. Whether 7 a unit has the necessary Fuel, Ammo and 8 Defense to complete a mission, or the Gun 9 Range or Power to destroy an enemy, can 10 be determined at a glance. 11 12 The name of the player's army, whose turn 13 is current, is written above the table. 14 15 The Ordnance Status Table lists unit data 16 in the following areas. 17 18 Ordnance Type -- type of military unit 19 currently selected; either Heavy or Light 20 Armor, Heavy or Light Artillery, Supply 21 Vehicle, Air Support Transmitter, or the 22 HeadQuarter. 23 24 Position -- both horizontal and vertical 25 coordinates of the selected unit on the 26 Tactical Grid Map (32 x 20). 27 28 AMMO -- amount of ammunition remaining, 29 where 1 Ammo = 1 Firing of that unit. 30 31 Gun Range -- the maximum horizontal gun 32 range for the selected unit, where 1 Gun 33 Range unit = 1 sq. on the 32x20 Tactical 34 Grid map. This range is always limited to 35 grid cells at least partially visible on the 36 Battlefield Map. 37 38 Defense -- the strength of a unit, where 39 zero Defense means the unit is destroyed. 40 All units begin with maximum Defense for 41 that ordnance type. Page 13 1 Gun Power -- the amount of damage to be 2 subtracted from the target enemy unit's 3 Defense stat with each successful hit by 4 this ordnance type. 5 6 Mobility -- the maximum mobility range 7 for the selected unit, where 1 mobility 8 unit will move the ordnance 1 horizontal 9 or 1 vertical square on the Tactical Grid 10 Map (32x20). 11 12 (3) TACTICAL GRID MAP 13 14 The middle portion of the Control Panel 15 displays the Tactical Grid Map. The 16 Tactical Grid Map is a miniature display of 17 each Battlefield Terrain Map under a 32x20 18 grid overlay upon which prominent 19 Battlefield Map features are displayed. 20 21 The Terrain grid Map displays positions 22 for each unit of the army whose turn is 23 current, and the last known positions of 24 previously detected enemy units. Enemy 25 positions are updated whenever a player 26 selects a friendly unit in the vicinity. 27 28 Position updates occur only when the map 29 area in question is displayed within the 30 upper Battlefield Map display. When a 31 player no longer has any units in that 32 vicinity, it is not possible to view that 33 area without calling Air Support. 34 35 Reconnaissance updates on enemy units are 36 received for the entire one-third portion 37 of the Battlefield map over which the Air 38 Support flies, each time Air Support is 39 called. note that destroyed units still 40 displayed as rubble can also be used as 41 "recon" posts to update enemy positions. Page 14 1 The selected unit indicates its Tactical 2 Grid Map position by blinking on and off. 3 Another friendly unit may be chosen for 4 action by clicking one of the friendly 5 colored squares on the Tactical Grid map 6 with the mouse. RED squares indicate 7 RED ARMY units, while YELLOW squares 8 indicate BLUE ARMY units. 9 10 (4) ORDNANCE CONTROL GADGETS 11 12 The right portion of the Control Panel are 13 the UNIT COMMAND GADGETS used to 14 initiate unit action. These gadgets are 15 separated into four distinct clusters. 16 17 Activity gadgets are MOVE, FIRE, 18 SUPPLY, and AIR SUPPORT, and are RED 19 colored, if still active in a given turn. 20 Selection gadgets are AMMO and FUEL of 21 Supply, and TOP, MID and LOW of Air 22 Support. Choice gadgets are BLUE if 23 selected and WHITE if not selected. 24 25 Firing Direction Cluster 26 27 The Firing Direction !-----!-----!-----! 28 Gadget Cluster will ! NW ! -N- ! NE ! 29 display the firing !-----!-----!-----! 30 angle for a selected ! -W- ! 0 ! -E- ! 31 unit. Eight firing !-----!-----!-----! 32 angles are available ! SW ! -S- ! SE ! 33 !-----!-----!-----! 34 Primary Command Gadget Cluster 35 36 The Primary Command !--------------------! 37 Cluster has gadgets ! << UNIT >> ! 38 that page through the !------!------!------! 39 unit list in either ! MOVE ! PASS ! FIRE ! 40 direction, to indicate !------!------!------! 41 MOVE, PASS or FIRE. Page 15 1 << >> -- The BACKWARD and FORWARD 2 gadgets page through the ordnance units 3 list for each piece remaining in the game. 4 5 MOVE -- this gadget is an indicator as to 6 whether the selected unit has moved this 7 turn. Actual unit movement is commanded 8 in the Battlefield Map display. 9 10 PASS -- PASS is chosen when a player has 11 finished unit activity and wishes to PASS 12 the turn to his opponent, even though the 13 Turn Length Times has not reached zero. 14 15 FIRE -- This gadget is chosen to fire the 16 guns of the selected unit. The current 17 firing direction is indicated in BLUE on 18 the Firing Direction Compass Cluster. 19 20 Supply Gadget Cluster 21 !----------------! 22 Units may be supplied ! SUPPLY ! 23 with FUEL or AMMO !-------!--------! 24 once during a turn. ! FUEL ! AMMO ! 25 !-------!--------! 26 Supply may occur when the supply truck is 27 adjacent to the vehicle requesting 28 SUPPLY. Either FUEL or AMMO may be 29 chosen as the material being supplied, and 30 is so marked in BLUE. Clicking on 31 SUPPLY will provide the current unit with 32 the maximum allowable quantity of fuel or 33 ammunition for that ordnance type. 34 35 Supply trucks cannot resupply each other 36 during a game. For a supply truck to be 37 resupplied with fuel, it must return to a 38 square adjacent HeadQuarters (HQ). If a 39 Supply Truck runs out of FUEL before HQ 40 is reached, it is stranded for the 41 remainder of the game. Page 16 1 Air Support Gadget Cluster 2 3 The Air Support !-----------------! 4 Gadget Cluster ! AIR SUPPORT ! 5 controls the flight !-----!-----!-----! 6 path of an air attack ! TOP ! MID ! LOW ! 7 and calls an air !-----!-----!-----! 8 attack on the enemy. 9 10 If the player's Transmitter has not been 11 destroyed, AIR SUPPORT can be called, 12 and as long as less than FIVE units have 13 moved and fired. When the fifth unit is 14 moved or fired, AIR SUPPORT is deactivated 16 for the that turn. 16 17 The TOP, MID and LOW gadgets select 18 that portion of the Battlefield Map over 19 which Air Support flies. When AIR 20 SUPPORT is called, a plane will randomly 21 strafe one of seven horizontal grid rows 22 within the 1/3 map portion indicated in 23 BLUE on either the TOP, MID or LOW 24 gadget. Each enemy unit encountered on 25 that row will receive FIVE points of 26 damage. Friendly units are not damaged. 27 28 A player's turn automatically ends after 29 Air Support has completed a strafing run 30 on the enemy and reconned and updated 31 all enemy positions in the flight area. 32 33 (5) RECV and SEND MESSAGE LINES 34 35 The RECV and SEND message lines at the 36 bottom of the Control Panel are activated 37 after a teleconnection is established with 38 another computer. All alphanumeric keys 39 typed will be displayed on the SEND line. 40 Some line editing is allowed, such as 41 cursor keys, back space and the DEL key. Page 17 1 Message text will be transmitted to the 2 teleconnected computer either when the 3 RETURN key is pressed, or when the end 4 of the SEND line (72 characters) is 5 reached. 6 7 The RECV message line displays incoming 8 text messages from your teleconnected 9 opponent. A chime sounds as an incoming 10 message is received to alert the player to 11 read the message. With some modems the 12 RECV line will echo your SEND message 13 should the teleconnection be broken. 14 15 ORDNANCE - THE GAME PIECES 16 17 There are seven different ordnance unit 18 markers in TeleWar II that are placed on 19 the Battlefield Map at the start of each 20 game. Each of the three Battlefield Maps 21 offers four game piece scenarios (see the 22 SCENARIO Menu) that provide various unit 23 configurations and placement. 24 25 Each ordnance type has a different amount 26 of FUEL, AMMO, DEFENSE, GUN RANGE 27 and GUN POWER, and MOBILITy. It is 28 important that players use ordnance types 29 effectively, together and alone, to 39 maximize their effectiveness. 31 32 HeadQuarters -- The HeadQuarters (HQ) 33 for each army is a flagged tent. 34 HeadQuarters is a stationary object and 35 cannot fire. The sole defense of HQ rests 36 with the mobile ordnance units. 37 38 A game is won when a player destroys his 39 opponents HQ. Conversely, it is important 40 for a player to protect his HQ to prevent 41 his opponent from winning the game. Page 18 1 Transmitter -- The Transmitter is also a 2 stationary object that is not able to 3 defend itself. The Transmitter allows Air 4 Support to be called. If one player's 5 Transmitter should be destroyed, then he 6 cannot call Air Support for the remainder 7 of the game. It is VERY important for a 8 player to protect his own Transmitter, 9 while attempting to destroy that of his 10 opponent, if the game is to be won. 11 12 Light Artillery -- Light Artillery is 13 depicted as a jeep with a mounted, short 14 range RPG. These units have the longest 15 MOBILITY range, and the largest FUEL 16 and AMMO supply of any ordnance type. 17 On the other hand, they have the lowest 18 DEFENSE, GUN RANGE and GUN POWER. 19 20 Light Artillery can easily be the first to 21 attack, but without the support of heavier 22 units, will likely be the first to be 23 destroyed. Nevertheless, when used 24 together, they can produce enough fire 25 power to take out any enemy unit. 26 27 They are also useful for clearing away the 28 debris of destroyed units, thereby allowing 29 the greater fire power of heavy units to 30 attack enemy units otherwise shielded by 31 the debris. 32 33 Light Armour -- Light armor is depicted as 34 a single-barrel light tank. They carry a 35 respectable quantity of FUEL and of 36 AMMO, have good MOBILITY, GUN RANGE 37 and POWER. Light Armor provides good 38 backup support for Light Artillery. They 39 are effective when used with heavier units 40 to destroy enemy units. 41 Page 19 1 Heavy Armor -- Heavy Armor is depicted 2 as a two-barrel tank. These units have 3 very high DEFENSE ratings, GUN RANGE 4 reaching anywhere on the Battlefield Map 5 display, and a very high GUN POWER. 6 They can fire on lighter enemy units, 7 while staying out of range of return fire. 8 9 Heavy Artillery -- Heavy Artillery should 10 be considered Heavy "Armored" Artillery. 11 They are depicted as large gun barrels on 12 trends. The highest DEFENSE, GUN 13 POWER and GUN RANGE make these the 14 strongest units in the game. MOBILITY, 15 FUEL and AMMO are all very low, 16 however, and so require constant resupply. 17 18 Its extremely long GUN RANGE can be 19 used effectively for defense along the 20 right and left borders of the Battlefield 21 Map, where they can see and fire farther 22 than any approaching enemy units. 23 24 Supply Vehicle -- Supply Vehicles are 25 depicted as trucks, and cannot fire upon 26 the enemy. They do have a huge fuel and 27 mobility range, however. They are used to 28 resupply FUEL and AMMO to combat units 29 in the field. Because of the low DEFENSE 30 of Supply Vehicles, it is important they be 31 keep out of range of enemy fire. 32 33 The Supply vehicle has immense strategic 34 importance. Offensive thrusts without 35 Supply Vehicle support fizzle and die, as 36 combat units run out of FUEL and AMMO. 37 On the other hand, a player able to 38 destroy his opponent's Supply Vehicles has 39 struck him a very crippling blow. NOTE: 40 Supply units that have run out of fuel 41 can still be used for resupply. Page 20 1 STARTING TELEWAR II 2 3 TeleWar II starts when "Start a Game" is 4 selected under the "Play" menu. A small 5 data file loads from disk and the game 6 begins. The side (RED or BLUE) that is 7 currently chosen on the play menu always 8 begins. 9 10 Once a game has begun, the positions of 11 all friendly units are displayed on the 12 Tactical Grid Map. The current unit (at 13 the start of a game, HQ) will be marked 14 by a yellow bracket on the Battlefield Map 15 display. Its location will blink on and off 16 on the Tactical Grid map. 17 18 Note that for non-combatant units (HQ 19 and the Transmitter) the Firing Direction 20 gadget cluster disappears, and only the 21 AIR SUPPORT gadget is activated RED. 22 23 To select another unit as the current unit, 24 point the mouse pistol pointer at any unit 25 visible in the Battlefield Map display and 26 click the left mouse button. The 27 Battlefield Map display then realigns itself 28 to the new piece, centering it in the 29 display when possible. The Ordnance 30 Status Table now displays the stats for 31 that unit, and all the Command Gadgets 32 reflect the options remaining for that unit. 33 34 Another unit, in particular those not in 35 view in the Battlefield Map display, can be 36 chosen by clicking the mouse pointer 37 pistol on a friendly colored unit that is 38 marked in RED or YELLOW ont he 39 Tactical Grid Map. 40 41 Page 21 1 MOVEMENT 2 3 The selected unit within the boundaries of 4 the yellow bracket can be ordered to move 5 by simply pointing the mouse pistol to 6 another location in the Battlefield Map 7 display and clicking the left mouse button. 8 If the location isn't impassable (occupied 9 by trees, water, another unit, etc.), and is 10 within the MOBILITy range of that unit, 11 then the unit will do its best ot move to 12 the selected location, avoiding any 13 impassable obstructions. 14 15 Generally, TeleWar II analyzes the move 16 and takes the best and shortest route to 17 reach the selected location, taking into 18 consideration the terrain crossed, and the 19 MOBILITY, and the remaining FUEL of the 20 unit. Often the unit will not reach the 21 location, however, due to bridges, hills or 22 sand, which slow the progress of that unit. 23 Sometimes the location just lies outside 25 movement orders that are within the 26 mobility range of a unit are more likely to 27 be successfully carried out. Pushing 28 troops beyond their limits can be counter 29 productive. 30 31 Water is always impossible to cross. Sand 32 and hills, are passable, but cause some 33 delays. Where such type terrain must be 34 crossed, it might be necessary to order a 35 unit to move beyond the destination of its 36 MOBILITY range in the hopes that it 37 pushes harder and reaches the correct 38 coordinates. The outcome of such moves 39 is variable with the terrain type being 40 crossed. An astute general will be able to 41 evaluate such moves correctly. Page 22 1 FIRING UNITS 2 3 The game default mode allows each unit to 4 fire once per turn. If the Double Fire 5 option is enable under the OPTIONS Menu, 6 then each unit may FIRE, MOVE, then 7 FIRE again. 8 9 The Firing angle is set by clicking on a 10 compass angle in the Firing Direction 11 Gadget Cluster. Then clicking on the 12 FIRE gadget fires the unit. When a unit 13 is fired, the shell continues in a straight 14 path until either it: 15 16 (1) hits the first enemy unit encountered 17 (2) reaches its effective GUN RANGE 18 (3) hits an object in OBSTRUCTED MODE 19 (4) reaches a Battlefield Map boundary 20 21 at which point the shell explodes. 22 23 Note that it is sometimes possible to hit 24 an enemy unit just off screen, but whose 25 Tactical Grid coordinates are technically 26 on screen. Friendly units are not damaged 27 by friendly fire. 28 29 Units hit by enemy fire sustain damage 30 until they are destroyed and reduced to a 31 pile of debris. Keep in mind that debris 32 can form an effective shield for other 33 units. Either army may obliterate a pile 34 of debris, regardless of its color, with a 35 single, on target shot. 36 37 The victor in TeleWar II is he who best 38 uses his fire power. Remember the 39 DEFENSE of each enemy unit. Don't 40 waste a shot of 4 power, if 2 power would 41 suffice. Page 23 1 OPTIONS 2 3 The Options menu provides game options 4 that can be set before a game is started. 5 These include setting the Turn Timer, the 6 Firing Protocol, and the Firings per Unit 7 per Turn. 8 9 Turn Timer Settings -- TeleWar II is 10 equipped with a Turn Timer that forces 11 the turn to change after a certain number 12 of minutes has elapsed. The default is set 13 to 4 minutes, however, anything from 30 14 seconds to 15 minutes, for the maximum 15 length of a player's turn, may be set as 16 an "Options" menu selection. 17 18 The shorter the time, the fewer pieces a 19 player is able to move during the course 20 of a turn. Air Support usually plays a big 21 role in the 30 second and 1 minute games. 22 23 Firing Protocol -- Firing Protocol allows a 24 game to be played in OBSTRUCTED or 25 UNOBSTRUCTED mode. In OBSTRUCTED 26 mode (the default) all shots explode when 27 they contact Battlefield impediments such 28 as trees, rocks, etc. In UNOBSTRUCTED 29 mode, shots move through, or over, 30 Battlefield objects. 31 32 Obstructed mode is more realistic, and 33 usually more challenging to play. 34 35 Fire/Unit/Turn -- This option allows a 36 game to be played with a Single Fire per 37 unit per turn mode (the default), or a 38 Double Fire per unit per turn mode. In 39 Double Fire mode units may FIRE, MOVE, 40 then FIRE again. 41 Page 24 1 PLAYING TELEWAR II 2 3 When teleconnected to another computer, 4 every correct move mode on one computer 5 is also enacted on the other. The only 6 exception to this is that the receiving 7 computer does not receive the opponent's 8 Tactical Grid Map display. 9 10 Expect a player to take a few minutes to 11 make moves at the start of a game. Use 12 this time wisely be reading enemy unit 13 stats (call it intelligence reports) and 14 marking the weaker units as good targets. 15 Turns take less time as more of the units 16 are destroyed. 17 18 Air Support may be called on any turn as 19 long as 20 21 (1) The Transmitter is not destroyed 22 (2) less than 5 units have moved 23 (3) less than 5 units have fired 24 25 Air Support is a powerful weapon that will 26 quickly reduce the enemy's strength. But 27 when called too frequently, it gives the 28 enemy the opportunity to position a large 29 number of ordnance units in a major 30 offensive. Relying solely on Air Support 31 rarely wins a game of TeleWar II. 32 33 However, Air Support might result in 34 a victory for an otherwise losing player, if 35 used frequently at the end of a game. 36 37 ENDING TELEWAR II 38 39 Once a player's HQ is destroyed, he must 40 select END/CEDE GAME under the PLAY 41 menu before another game can begin. Page 25 1 MENUS -- GENERAL INFORMATION 2 3 TeleWar II menu headings are displayed 4 when the right mouse button is depressed. 5 By moving the mouse pointer over these 6 menu headings, the menu items under each 7 heading will be displayed. Then, moving 8 the cursor down the menu item list will 9 highlight that item. Releasing the right 10 menu button, whenever any menu item is 11 so highlighted, will select it. 12 13 Sometimes, when a menu item is selected, 14 it causes other menus and menu items to 15 be activated or deactivated (ghosted). 16 Ghosted menu items cannot be selected. 17 18 When teleconnected to another computer, 19 the TeleWar II menus are accessible to the 20 player whose turn is current. Menus are 21 not available to the player receiving these 22 moves, however. 23 24 When Intuition receives a signal from the 25 right mouse button, ti stops doing every- 26 thing else, including reading the serial 27 port. If a game move is being received at 28 the serial port when the right mouse 29 button is depressed, then that move can be 30 misread, or even lost. This means the 31 teleconnected computers will each display 32 different game configurations. TeleWar II 33 requires that both computers match at all 34 times, otherwise, continuation of the game 35 is impossible. 36 37 This problem will not effect TeleWar II, as 38 long as players do not use the right mouse 39 button during game play when they are 40 receiving opponent moves. 41 Page 26 1 If menus must be accessed to save a game 2 in progress, then a player should only do 3 so when it is his turn. This minimizes the 4 possibility of interrupting game play 5 transmissions. 6 7 If it is ABSOLUTELY necessary to access 8 the menus when they are turned off, they 9 can be re-activated by clicking on the 10 menu/message bar with the mouse pointer. 11 12 (I) TELEWAR II MENU 13 14 The TeleWar II Menu offers four possible 15 menu selections. 16 17 (1) Rocky Canyon 18 (2) Jungle Ruins 19 (3) Archipelagos 20 (4) Exit TeleWar II 21 22 The first three selections load and play 23 the different Battlefield Terrain Maps. 24 When teleconnected it is imperative that 25 both the computers play on the same map, 26 otherwise the game cannot be started. 27 28 Exit TeleWar II will end the program and 29 return all memory and resources back to 30 your Amiga. 31 32 (II) SCENARIO Menu 33 34 The Scenario Menu offers 4 game scenarios 35 wherein the ordnance placement and 36 number of each ordnance type vary. To 37 select a scenario it is necessary to select 38 the sub-item attached to each that 39 describes the scenario ordnance 40 configuration. Each scenario subtly changes 41 the strategy and tactics used in a game. Page 27 1 When teleconnected, the scenario selected 2 on the computer that starts the game will 3 be the scenario that is played. 4 5 Scenario #1 -- 5 of each combat ordnance 6 type and 2 supply vehicles make this the 7 most challenging scenario of all to play. 8 Supply is always short. It is the longest 9 scenario to play. 10 11 Scenario #2 -- 6 Light Armor and 9 Light 12 Artillery make this the fastest of all the 13 game scenarios to play. Though there are 14 but 2 supply vehicles, supply is not too 15 big a problem 16 17 Scenario #3 -- 8 Light Armour and 4 Heavy 18 Armor make this a true tank war. 4 supply 19 vehicles keep the offensives on the move. 20 21 Scenario #4 -- Extra light ordnance and 22 three Supply Vehicles offer a composite of 23 scenarios #2 and #3. 24 25 (III) GAME MENU 26 27 The Game Menu offers the following three 28 options: 29 30 (1) Choose a Side 31 (2) Start a Game 32 (3) Cede/End Game 33 34 (1) Choose a Side selects either BLUE or 39 the game receives this color and always is 40 the first to moves. 41 Page 28 1 (2) Start a Game will begin a NEW 2 TeleWar II game, using the selected 3 Battlefield Map and Scenario. 4 5 When teleconnected, either of the players 6 may start the game. All game settings, 7 Map, Scenario, Options, etc., will be 8 determined by the starting computer. 9 10 (3) End/Cede Game will end the TeleWar II 11 game currently being played. 12 13 (IV) TELECOMM MENU 14 15 The TeleComm menu contains all options 16 relating to telecommunication: 17 18 (1) TeleCommunication Mode 19 (2) Disconnect (Hangup) 20 (3) Transmit Game and Play 21 (4) Dial Telephone Number 22 23 (1) TELECOMMUNICATIONS MODE 24 25 The TeleCommunications Mode option offers 26 four possible teleconnection modes into 27 which the Amiga may be set: 28 29 (A) Sending (Caller) 30 (B) Receiving (Answer) 31 (C) NULL Modem Connect 32 (D) TeleConnect OFF 33 34 The computer will be set to one of these 35 four Telecommunication modes. The default 36 is TeleConnect OFF. In order to initiate 37 a teleconnection with another computer, 38 one of the first three items must be 39 selected. TeleCommunication Mode reverts 40 to TeleConnect OFF when t he menu item 41 Disconnect (Hangup) is selected. Page 29 1 (A) Sending (Caller) telecommunication 2 mode designates this computer as the 3 calling computer; i.e., the computer that 4 initiates the teleconnection by calling the 5 other computer over the telephone. 6 7 When Sending Mode is selected, the "Dial 8 the Telephone Number" menu item under 9 the TeleComm Menu heading is activated. 10 11 (B) Receiving (Answer) telecommunication 12 mode designates this computer as the one 13 that waits for and answers the call from 14 the other computer when a teleconnection 15 is to be established. Selecting Receiving 16 places the Amiga into a passive state in 18 which it quietly waits for the telephone to 18 ring. 19 20 Once the phone rings, TeleWar II answers 21 it and establishes the teleconnection. 22 23 (C) Null Modem Connect telecommunication 24 mode places TeleWar II in a Teleconnected 25 state, bypassing the modem communication 26 routines. This mode should be selected 27 whenever two computers are connected to 28 one another with a serial port null modem 29 cable. 30 31 It may also be used if your modem is not 32 sufficiently "AT" command set compatible 33 for the Sending and Receiving modes to 34 function properly. You can use other 35 telecommunication software to place the 36 call and answer the telephone. Once the 37 teleconnection is made with this other 38 software, selecting NULL MODEM 39 CONNECT will cause TeleWar II to grab 40 the open serial line so a game can be 41 played. Page 30 1 (D) TeleConnect OFF 2 3 TeleConnect Off mode allows two player 4 to play TeleWar II on a single computer. It 5 automatically reverts to this mode 6 whenever the Disconnect menu option is 7 selected. 8 9 (2) DISCONNECT (HANGUP) 10 11 The Disconnect option will hang up your 12 modem, breaking the teleconnection, and 13 return TeleWar II to the TeleConnect OFF 14 Telecommunications mode. Both computers 15 must select Disconnect when a session has 16 ended. 17 18 (3) TRANSMIT GAME AND PLAY 19 20 The Transmit Game and Play option under 21 the TeleComm Menu heading transmits a 22 saved game configuration, that was just 23 loaded, tot he teleconnected computer. 24 Both computers must display the same 25 Terrain map and not have a game started 26 when this option is selected. 27 28 Before a game is transmitted, one player 29 should alert the other to the fact that a 30 game is about to be sent. Use the chat 31 line to send such a message. 32 33 (4) Dial Telephone Number 34 35 When t he computer is placed in Sending 36 (Caller) telecommunications mode and a 37 teleconnection has yet to be established, 38 the Dial Telephone Number menu option is 39 enabled. Selecting this option will dial 40 the selected opponent's phone number. 41 Page 31 1 (V) TELE FILES MENU 2 3 TeleWar II telecommunication disk files are 4 accessible in this menu under one of the 5 headings: 6 7 (1) Modem Parameters 8 (2) Opponent Parameters 9 10 Both the Modem and Opponent files for all 11 the Telecommunication games published by 12 Software Terminal -- TeleWar, TeleGames, 13 TeleWar II and TeleEpic -- are shared in 14 common. If you have more than one of 15 these games, you do not need to re-enter 16 these files for each one. Assigning the 17 Tele+Files: logical device to one single 18 directory containing both your Modem and 19 Opponent files will make them available to 20 all these games at once (See Appendix B 21 and Appendix C). 22 23 (1) Modem Parameters 24 25 Modem Parameters are set from a slide up 26 screen that appears whenever the Modem 27 Parameters option is selected. 28 29 Whenever TeleWar II is loaded, it reads a 30 disk file called "modemset", stored in 31 Tele_Files directory, for the default 32 modem settings. These settings can be 33 edited to conform to your modem and 34 saved to the disk, so that each time 35 TeleWar II loads it defaults to your 36 personal modem. 37 38 Current modem settings are displayed in 39 BLUE on the Modem Parameters screen. 40 The following modem settings are 41 configurable by the user. Page 32 1 Baud Rate - Modem Parameters 2 3 Baud rates of 300, 1200, 2400 and 9600 4 may be selected by clicking on a gadget 5 box with the mouse pointer. 6 7 Dial Command - Modem Parameters 8 9 When your modem dials a telephone 10 number it must send a signal to your 11 modem that a telephone number is about 12 to be sent. If your modem is "AT" 13 compatible, then one of the two gadgets 14 "ATDT" (for tone dialing) or "ATDP" (pulse 15 dialing) should be chosen. A custom 16 command entry box is provided for any 17 modems with non-standard modem command 18 sets. note that this entry box may also 19 be used to add "AT" commands to the dial 20 command. For example ATX6DT will tone 21 dial and return result codes, which 22 TeleWar II can use to inform you with 23 requesters that the number was busy, 24 whether it was a human and not a 25 computer that answered the phone, and 26 whether no one answered the phone. 27 29 If any characters are displayed in the 29 custom dial command box, then that is the 30 current active dialing command. Click the 31 box active, type the command, and hit 32 RETURN. 33 34 Answer Command - Modem Parameters 35 36 A modem must be commanded to answer 37 the phone when it rings. If the modem 38 has an auto answer feature, the command 39 gadget, "ATS0=1", on the Modem Parameter 40 screen commands it to pick up the phone 41 after it rings once. Page 33 1 Not all modems will auto answer, but must 2 instead be told to pick up the telephone 3 after it rings. The "ATA" gadget is used 4 in this case. If you have selected this 5 answer command, you would not enter the 6 receiving mode until after the telephone 7 rings (see TeleConnect Procedures). 8 9 A custom command entry box is provided, 10 should your modem answer command differ 11 from those provided. Click/activate the 12 box, type the command, and hit RETURN. 13 14 LOAD/SAVE/QUIT - Modem Parameters 15 16 Click the gadgets provided to LOAD and 18 SAVE the modem set file. Click the 18 "QUIT" gadget to exit the Modem 19 Parameter screen and return to the game. 20 21 (2) OPPONENT PARAMETERS 22 23 Opponent Parameters are set from a slide 24 up, TeleCommunication Files screen that 25 appears whenever the Opponent Parameters 26 option is selected. This screen allows you 27 to enter the telephone number of an 28 opponent and the baud rate at which you 29 play that individual, and save it in a t\file 30 that can later be quickly retrieved to 31 establish a teleconnection. 32 33 Click on the telephone number entry box, 34 type in the phone number, and hit 35 RETURN. Then click on the baud rate at 36 which you should be the highest rate that 38 both you and your modem and that of you 39 opponent have in common. For example, 409 if a 2400 baud rate modem plays a 1200 41 baud rate modem, then play at 1200 baud. Page 34 1 SAVE - Opponent Parameters: These 2 setting may be saved in a file that can 3 then be instantly retrieved each time you 4 want to play TeleWar II with that 5 opponent. Click on the File Name text 6 entry box, type in the opponent's name, 7 and hit RETURN. Now just click the 8 SAVE gadget. Note that the file is now 9 entered into the Opponent file Directory. 10 11 The Opponent Directory contains all the 12 opponent files entered into TeleWar II. 13 14 LOAD - Opponent Parameters: To select a 15 file for loading, click on the file box 16 containing the opponent's name. You will 17 see the file name appear in the File Name 18 box. Now click the LOAD gadget, and the 19 opponent file will load and configure the 20 computer to that opponent's parameters. 21 22 DELETE - Opponent Parameters: Clicking 23 on the DELETE gadget will delete the file 24 from the disk that is listed in the File 25 Name box. 26 27 QUIT - Opponent Parameters: Clicking 28 the QUIT gadget will scroll down the 29 Opponent Parameters screen and return to 30 the game. 31 32 (VI) GAME FILES MENU 33 34 The Game Files Menu provides options for 35 SAVING an ongoing game to disk, and for 36 later retrieving that game from the disk to 37 resume play. There are two selections 38 under this menu heading. 39 40 (1) Game Directory 41 (2) Play Saved Game Page 35 1 (1) GAME DIRECTORY 2 3 The game in progress may be SAVED, re- 4 LOADED or even DELETED from the slide 5 up, Game Directory screen that appears 6 when the Game Directory Option is 7 selected. Only the game files previously 8 saved for the current Battlefield Map are 9 displayed in the Game File Directory. 10 11 Note: Games should always be saved while 12 the game is still active. Do not save a 13 game that has ended. 14 15 SAVE - Game Directory: The current 16 game may be saved to disk to be later 17 reloaded and play resumed. Click on the 18 File Name text entry box, type in a file 19 name, and hit RETURN. Next click the 20 SAVE gadget. Notice that the game file is 21 now entered into the Game File Directory. 22 23 LOAD - Game Directory: To select a 24 game file for loading, click on the file box 25 containing the name of the saved game. 26 You will see the file name appear in the 27 File Name box. Now click the LOAD 28 gadget nd the game file will load. Once 29 you have QUIT the Game Directory screen, 30 you will see the ordnance unite rearrange 31 to the previously saved game configuration. 32 33 DELETE - Game Directory: Clicking on 34 the DELETE gadget will delete the file 35 listed in the File Name box from the disk. 36 37 QUIT - Game Directory: Clicking on the 38 QUIT gadget will return you to the game. 39 If playing on one computer, you may now 40 "Play Saved Game"; or if teleconnected you 41 may select "Transmit Game and Play". Page 36 1 (2) PLAY SAVED GAME 2 3 When playing on a single computer in the 4 TeleConnect OFF mode, in order to begin 5 playing the saved game just loaded, the 6 "Play Saved Game" menu option must be 7 selected. Game play will resume at the 8 point which it was saved. 9 10 (VII) OPTIONS MENU 11 12 The Options menu offers a number of 13 game options that may be set before a 14 game is started. These options are 15 16 (1) Set Turn Timer 17 (2) Firing Protocol 18 (3) Fire/Unit/Turn 19 20 (1) TURN TIMER SETTINGS 21 22 TeleWar II is equipped with a Turn Timer 23 that forces player turn changes after the 24 following timer options have elapsed. 25 26 (A) .5 Minute 27 (B) 1 Minute 28 (C) 2 Minutes 29 (D) 3 Minutes 30 (E) 4 Minutes 31 (F) 5 Minutes 32 (G) 10 Minutes 33 (H) 15 Minutes 34 35 (2) FIRING PROTOCOL 36 37 The Firing Protocol menu selection allows 38 a game to be played in one of two modes, 39 40 (A) Unobstructed 41 (B) Obstructed Page 37 1 (A) Unobstructed Mode allows shots fired 2 to move through, or over, all Battlefield 3 objects such as trees, rocks, etc. 4 5 (B) Obstructed Mode (the default) allows 6 every shot to explode when they contact 7 Battlefield impediments, such as trees, 8 rocks and buildings. 9 10 Obstructed mode is more realistic, and 11 usually more challenging to play. 12 13 (3) FIRE/UNIT/TURN -- This option allows 14 games to be played with the following 15 firing options. 16 17 (A) Single Fire 18 (B) Double Fire 19 20 (A) Single Fire per unit per turn mode 25 allows units to fire twice each turn. In 26 order to fire a unit twice in this mode, it 27 must Fire before it moves. After it 28 moves, it is allowed to fire again. 29 30 TELECONNECT PROCEDURE 31 32 The primary feature of TeleWar II is that 33 it allows two persons to play an animated 34 strategy war game over the phone using 35 computers and modems. 36 37 Modems are usually used to contact a BBS 38 (Bulletin Board System) to post messages 39 and upload and download programs and 40 files. TeleWar II provides your modem 41 with another use - game playing. Page 38 1 Making a teleconnection with another 2 computer is easy with TeleWar II. The 3 mystique of computer telecommunications 4 is gone. TeleWar II does all the work, so 5 that the user can concentrate on honing 6 his game playing skill. 7 8 SETTING MODEM PARAMETERS 9 10 For TeleWar II to work correctly, it must 11 communicate with your modem and the 12 modem of your opponent. A few simple 13 settings must be determined prior to 14 establishing a teleconnection, so that 15 TeleWar II can talk with your modem. 16 These settings are only made once, and 17 are saved to the disk, so that they can 18 automatically load when you want to play. 19 20 These parameter settings are made on the 21 Modem Parameters screen, which scrolls 22 into view when the Modem Parameter 23 option is selected in the Tele Files menu 24 (see Tele File Menu, page 32). The baud 25 rate and dial and answer commands must 26 be set before a teleconnection is 27 attempted. 28 29 Baud Rate is the number of binary digits 30 per second transmitted across your modem. 31 Modems today commonly transmit at either 32 300, 1200, or 2400 baud. TeleWar II will 33 support all these baud rates, as well as 34 the new 9600 baud modems. 35 35 Set your baud rate to the highest level 37 supported by your modem, that will most 38 commonly be using to play TeleWar II with 39 your friends. The higher baud rates will 40 transmit game data more quickly, so they 41 are naturally preferred. Page 39 1 Dial and Answer Commands tell your 2 modem how to dial and answer the phone. 3 Modems recognize a command instruction 4 set that allows the computer to direct the 5 modem to perform these activities. 6 TeleWar II supports the "AT" command set 7 standard. 8 9 If your phone is touch tone, click "ATDT" 10 on the Modem Parameter screen. If 11 instead you have a pulse rotary phone, 12 then click "ATDP" to set the modem dial 13 command. If your modem recognizes a 14 different command set, or to add 15 additional commands in the dialing 16 command string, mouse click in the Custom 17 Dial Command Box, type in the command, 18 and press RETURN. 19 20 Modem Answer commands are set in the 21 same manner. "ATS0=1" commands your 22 modem to answer the phone on one ring, 23 when you are in the Answer Mode. "ATA" 24 forces the modem to instantly pick up the 25 phone as you enter the Answer Mode. As 26 with the dial command string box, a 27 custom answer command may be entered 28 into the Custom Answer Command Box. 29 30 After the Modem Parameters have been 31 set, be sure to SAVE them to the disk. 32 33 Setting Opponent Parameters are also easy, 34 and need only be done once. These 35 Parameters save the telephone numbers and 36 baud rates of opponents in files, so they 37 may be retrieved when needed. Under the 38 Tele Files menu select the Opponent 40 Parameters option to scroll the Opponent 40 Parameters Directory screen into view (see 41 Opponent Parameters on page 34). Page 40 1 Type the phone number of your opponent, 2 and select the baud rate at which you will 3 always play. The baud rate should be the 4 highest in common to both modems. Then 5 type your opponent's name into the File 6 Name Box (after clicking it active), and 7 hit RETURN. Finally SAVE the file. The 8 next time you wish to play TeleWar II 9 with that opponent just LOAD the file 10 from the Opponent Parameters screen. 11 12 Before you establish a teleconnection, 13 whether you are Sending (Calling) or 14 Receiving (Answering), you MUST set the 15 Opponent Parameters or LOAD an 16 Opponent Parameters file from disk. 17 18 VOICE CONTACT 19 20 It is recommended that telephone voice 21 contact first be established between the 22 TeleWar II players to decide who will be 23 the caller and enter the Sending mode and 24 dial the number, and who will answer the 25 phone and so enter the Receiving Mode. 26 27 The caller should then enter the Sending 28 Mode and the receiver should enter the 29 Receiving Mode. If the latter's answer 30 command is set to "ATS0=1" (if "ATA", the 31 receiver should not enter the Receiving 32 Mode until after the phone rings). 33 34 When both players are ready to play, they 35 can agree that the call will be placed 15 36 or 20 seconds after they each hang up the 37 phone. This will minimize the chance of 38 an extraneous incoming call ringing the 39 phone of the receiver before the Sending 40 computer can dial the number. 41 Page 41 1 Teleconnect Procedure Summary 2 3 1. Each computer will load TeleWar II. 4 5 2. Set Modem Parameters, if not set. 6 7 3. Load or set Opponent Parameters 8 9 4. Call your opponent on the phone to 10 decide who will call whom. 11 12 5. Both computers should be on the same 13 map, and not have a game started. 14 15 6. The caller should enter the SENDING 16 mode, and the one who answers 17 enters the RECEIVING MODE, if 18 "ATS0=1" is his answer command. 19 20 7. Just before hanging up the phone, 21 agree that a call will be placed in 15 22 seconds. Hang up the phone. 23 24 8. The SENDING player now selects the 25 "Dial a Telephone Number" option and 26 that computer dials the telephone and 27 waits for an answer. 28 29 9. If "ATS0=1" is set on the RECEIVING 30 computer, it will answer the call 31 after the phone rings once, and 32 makes the teleconnection. 33 34 If "ATA" is the RECV computer 35 answer command, the player enters 36 the RECEIVING MODE on the phone 37 ring, and makes the teleconnection. 38 39 10. Players type messages to each other, 40 START A NEW GAME, or LOAD and 41 TRANSMIT & PLAY a saved game. Page 42 1 TELECONNECT - ANOTHER METHOD 2 3 Some non-standard modems don't answer 4 the phone or recognize the "AT" command 5 set, and may not initially seem to work 6 with TeleWar II. Don't give up hope yet! 7 You are able to play by using the NULL 8 MODEM CONNECT mode. The procedure 9 that follows should be used to establish a 10 teleconnection should that be the case. 11 12 Both computers must use telecomm 13 software that does work with their 14 modems to establish the teleconnection. 15 This software should be set to the 16 following telecommunication parameters. 17 18 Baud Rate = your baud rate 19 Parity = NONE 20 Data Length = 8 bits 21 Stop Bits = 1 stop bit 22 Duplex = Full Duplex 23 24 After a teleconnection has been made 25 between the two computers, QUIT the 26 other telecommunication programs. The 27 telephone line should remain open between 29 the two modems. 30 31 Load TeleWar II on each computer. Both 31 computers should immediately be placed in 32 the NULL MODEM CONNECT mode. Do 33 not do anything else until a reasonable 34 length of time has passed, so your 35 opponent has time to have followed the same 36 procedure to place his computer in NULL 37 MODEM CONNECT MODE. 38 39 Finally, players should type messages to 40 each other to determine if teleconnection 41 was successfully established. Page 43 1 APPENDIX A - TELEWAR DIRECTORIES 2 3 TeleWar II accesses two main directories 4 during program operation. 5 6 (1) Tele_War Directory 7 (2) Tele_Files Directory 8 9 The Tele_War directory contains all the 10 graphics and sound data files needed by 11 the program. This directory is assigned 12 the logical device name WAR:, so that it 13 may be found by the program whether it 14 resides on a floppy or a hard disk. 15 16 The Tele_Files directory contains all of 17 the user created disk files used in the 18 game. 19 20 the Modemset file contains the default 21 modem parameters that are loaded each 22 time TeleWar II is played. 23 24 The TeleFiles subdirectory that is in the 25 Tele_Files directory contains all of your 26 Opponent Parameter files. 27 28 The GameFiles subdirectory that is in the 29 Tele_Files directory contains all of the 30 saved Games for TeleWar II. 31 32 The Tele_Files directory is assigned the 33 logical device name TELE+FILES:, so that 34 it may be found by the program whether it 35 resides on a floppy or a hard disk. 36 37 All TeleGames, TeleWar, and TeleEpic file 38 directories are compatible with those of 39 TeleWar II. A single Tele_Files directory 40 will service all of these games without 41 conflict. Page 44 1 APPENDIX B - USING A HARD DISK 2 3 To use TeleWar II from a hard disk, copy 4 the following directory, program files and 5 icons to your hard disk. 6 7 (1) TeleWar program 8 (2) Tele_War directory drawer 9 (3) Tele_Files directory drawer 10 11 These files need not be placed in the root 12 directory of the hard drive. They can be 13 located in any of the directories or 14 subdirectories on your hard drive. 15 16 Two assigns, however, will not need to be 17 added to your startup sequence in order 18 for the program to locate the directories 19 whenever it is started. Each time your 20 Amiga is turned on, the startup-sequence, 21 located in the S directory of your boot 22 disk, is run. Placing the assigns here will 23 assure that your Amiga will always be able 24 to run TeleWar II without any difficulty or 25 delay. 26 27 So, where 28 29 HD = your hard drive dh0;, dh2:, etc. 30 31 DP = directory path to TeleWar directories 32 33 add the following lines to your startup 34 sequence. 35 36 Assign WAR: :/Tele_War 37 Assign TELE+FILES: :/Tele_Files 38 39 TeleWar II will now reside on your hard 40 disk. 41 Page 45 1 TROUBLE SHOOTING 2 3 TeleWar II will not Load 4 5 1) Do you have sufficient available free 6 memory for TeleWar II to load? 7 2) On a 512K Amiga only one external 8 drive may be connected, and no other 9 task should be running. 10 3) Check to verify that your TeleWar II 11 working copy is not damaged. 12 13 TeleWar II will not Dial a Number 14 15 1) Is your modem connected & powered? 16 2) Are your Modem Parameters correctly 17 set? 18 3) Is your modem compatible with the 19 "AT" command set? 20 4) If not, consult your modem manual for 21 a dial command that might work, and 22 type it into the Dial Command Box. 23 5) If all else fails, try Teleconnect - 24 Another Method (page 43). 25 26 TeleWar II will now Answer the Phone 27 28 1) Is your modem connected & powered? 29 2) Are your Modem Parameters correctly 30 set? 31 3) Is your modem compatible with the 32 "AT" command set? 33 4) If not, consult your modem manual for 34 an answer command that might work, 35 & type in the Answer Command Box. 36 5) Try the "ATA" command to force the 37 modem to answer the phone (Select 38 Receiving Mode after the phone 39 rings). 40 6) If all else fails, try Teleconnect - 41 Another Method (page 43). Page 46 1 TeleConnected, but Game will not Work 2 3 1) Are both computers the same set to 4 the same baud rate? 5 2) Was a game STARTED on a computer 6 when the Teleconnection was made? 7 3) Are both computers on the same Map? 8 4) Hangup and then re-establish phone 9 voice connect to verify modem 10 settings, and then try again. 11 12 TeleConnected & Playing, then No Response 13 14 1) Are you still connected? Check for 15 the Carrier Detect (CD) light on your 16 modem, if it has one. 17 2) Type in a message or two. The chime 18 may awaken your opponent. 19 3) If you or your opponent accessed the 20 menus, or pressed the right mouse 21 button when the other was making a 22 move, game move transmissions may 23 have been scrambled. 24 4) If the SEND message line echos back 25 to the RECV message line (with some 26 modems), then you are disconnected. 27 5) If you have been disconnected, first 28 SAVE game. Choose the "DisConnect" 29 menu option. If the game is still 30 active and menu item Cede/End Game 31 is ghosted, select the TeleConnect 32 OFF mode (even if it was already 33 selected) to force activate the 34 Cede/End Game menu item. 35 36 If you have Reached the End of your Rope 37 38 Call our BBS at (817) 244-4151 and ask for 39 help. We will help all we can. But 40 tactics and in TeleWar are up to you! 41 Page 47 ============================================================================ DOCS PROVIDED BY -+*+-THE SOUTHERN STAR-+*+- for M.A.A.D. ============================================================================