1 BBS Support Our BBS is also a great place to meet 2 other Telewar users interested in 3 Filling out and returning the enclosed playing Telewar (or Telegames). Posts 4 registration card will entitle you to from Telewar users issuing game 5 free Telewar revisions and updates challenges may be found in the Track ][ 6 (should any be necessary), accessible Telegames message area. 7 as downloads on our 2400 baud bulletin 8 board, Track][. Phone# (817) 244-4151. Copying Telewar 9 When we receive your registration card, 10 you will be logged in as a registered Telewar is not copy protected. It may 11 Telewar user. be copied using any of the regular Amiga 12 copy techniques from Workbench or the 13 We would also ask that you report any CLI. Please read your Amiga manual for 14 problems you might be having with the particulars of disk copying should 15 Telewar in the BBS message area. Any you be unfamiliar with these procedures. 16 inquires made will usually be answered 17 within 24 hours. Before using the program for the first 18 time, we recommend that you make a 19 Although a great deal of testing has working copy of TeleWar. Please rename 20 gone into Telewar to insure that it is the copy Telewar_WB, just like the 21 bug free, we realize that no software master program disk. 22 can ever be called "finished". Every 23 effort has been made to prevent the user If you have more than 512K of Ram in 24 from accidentally causing a program your Amiga, it is also possible to copy 25 error between teleconnected computers. Telewar graphics and telecommunication 26 However,this does not mean purposeful files over to the Ramdisk for very quick 27 attempts to misuse the software will not file access. Use the copy icons provided 28 result in a disconnect or mismatched in the Tele_Batch directory/drawer on 29 game displays. Be deliberate with your the TeleWar_WB disk (See Appendix A). 30 mouse or keyboard inputs and everything 31 will work as expected. With any quality If you are interested in putting TeleWar 32 software, used correctly, it will on a hard disk see Appendix C. 33 function correctly. 34 We have offered you TeleWar without copy 35 It would also be a great help to us if protection and at a reasonable price 36 you would save the game at the point (without high price packaging),because 37 where the problem occurred. Then upload that is what you have requested. By 38 the saved game file to us in the honoring our Copyright and preventing 39 Telegames File area on Track ][. unauthorized distribution you can show 40 us that lack of hard copy protection on 41 Please leave a post in the message area Telewar was a wise choice. 42 listing the type of computer you are 43 using and the problem you are having. Page 4 Page 5 1 LOADING If your 1 meg Amiga has only one floppy 2 disk drive, and you want to load TeleWar 3 To play TeleWar you will need: from your favorite WorkBench disk, you 4 must click on the One Drive icon first, 5 + An Amiga Computer 500, 1000,or 2000 before starting TeleWar. This sets the 6 + 512K or more of RAM assigns correctly to the TeleWar_WB disk 7 + An "AT" command set compatible modem so that AmigaDOS does not get confused. 8 operating at 9600, 2400, 1200,or 300 9 baud . 10 WHEN THE PROGRAM BEGINS 11 512k RAM Amiga 12 After a few moments, the TeleWar credits 13 Follow the regular startup instructions screen will be displayed on your 14 for your amiga (using Kickstart 1.2, if monitor, indicating that the program 15 you have the 1000). When the Amiga has correctly loaded. To leave the 16 requests the 1.2 Workbench Disk, insert credits screen and play TeleWar, click 17 the Tele_WarWB working copy into the the left mouse button. A requester will 18 internal drive. TeleWar will autoboot ask you for a manual validation 19 character. After you find and type this 20 Note: With 1 external drive mounted to a letter, TeleWar will load in the River 21 512K Amiga, TeleWar requires ALL the Meadow Terrain Map. You are now ready to 22 memory to operate. Even WorkBench cannot begin. 23 be loaded, let alone another multitask. 24 It also will not load if two external BASIC OPERATION 25 drives are mounted with only 512K RAM. 26 Mouse 27 An Amiga with 1 meg or more of RAM 28 TeleWar uses the familiar Intuition 29 Boot up with your favorite WorkBench user interface. You interact with 30 disk as usual. Place the TeleWar_WB TeleWar by means of the mouse, which is 31 disk in any drive and double click on used to move the mouse pointer across 32 the TeleWar_WB disk icon to open the the screen. The left mouse button allows 33 TeleWar window. syou to select and move game pieces, 34 and make requester and control panel 35 Finally, double click on the TeleWar gadget selections. The right mouse 36 program icon to load the program. button displays and selects menu options 37 that control program operations. 38 TeleWar is a "smart" program and will 39 find itself and its file directories, WHEN TELECONNECTED, DON'T UNNECESSARILY 40 whether it resides on the RAMDISK, or HOLD DOWN THE RIGHT MOUSE BUTTON, AS IT 41 floppy dirves df0:, df1:, df2:, or df3:. WILL PREVENT SERIAL READS AND CAUSE YOUR 42 AMIGA TO MISS YOUR OPPONENT'S MOVES, AND 43 DISRUPT THE GAME! Page 6 Page 7 1 Keyboard A TELEWAR OVERVIEW 2 3 The keyboard is used to input specific TeleWar allows two Amiga users with 4 modem and opponent telecommunication modems to play an animated strategy war 5 parameters, file names, and messages game over the telephone. Two players may 6 (once a teleconnection is established). also play on a single computer. 7 8 Messages may be typed at any time during TeleWar offers 3 perspectively viewed 9 a game. Because of the intensive time battlefield maps ---River Meadow, 10 requirements of TeleWar piece animation, Marshland Bog, and Desert Dunes --upon 11 however, keyboard input will be ignored which to battle your opponent. 12 while a piece is moving across the 13 screen. This will not effect the player The fully animated TeleWar attack pieces 14 whose turn is current, but it may cause represent four types of military 15 the other waiting player to develop a armament. In addition, animated supply 16 type-between-the-moves typing style. We vehicle are provided, as well as 17 apologize for this inconvenience, but animated air support. 18 feel that it is necessary to insure 19 error free transmissions and receptions Pieces move, turn, and fire on command. 20 of game moves. Simply point the mouse to a game unit on 21 the upper portion of the screen or to 22 Verification Requesters one of the positions marked on the 23 Tactical Grid, and click the left 24 A verification requester will appear in button. The chosen piece is now marked 25 the center of your control Panel (and by a yellow bracket. To move the unit 26 in the center on the disk I/O screen) just point to another location on the 27 whenever you request an action that may upper screen and press the left mouse 28 drastically effect the current game button. To fire this unit, click on the 29 configuration. Moving the mouse pointer FIRE gadget. It's simple and easy. 30 within the borders of these requesters 31 and clicking the left mouse button will One player blasts away until each piece 32 generally cause the requested action to has moved and fired once, then clicks 33 be initiated, while moving the mouse the PASS gadget to pass the play to his 34 pointer outside the requester and opponent. Each time a piece is hit it 35 clicking the left mouse button will sustains damage. Too much damage, and 36 cancel the requested action. These the piece is destroyed. Destroyed 37 requesters are designed to protect you pieces may be obliterated by a hit from 38 from accidentally initiating an action. either side. 39 Please read these requesters carefully 40 before clicking the left mouse button, The goal of the game is to destroy the 41 otherwise you may initiate an action enemy HeadQuarters -- not an easy task! 42 that you do not expect. First you must find a way through the 43 formidable defenses of your opponent! Page 8 Page 9 1 THE TELEWAR DISPLAY The Menu/Message Bar 2 3 The TeleWar Display is divided into two The black bar at the top of the Control 4 primary sections. The upper half portion Panel is the Menu and Message bar. Don't 5 of the display is called the Battlefield let it's location fool you. This is the 6 Terrain Map View Window, while the lower same Intuition menu bar that usually 7 half of the display is called the sits atop your WorkBench Screen. The 8 Control Panel. Menus will be displayed whenever the 9 right mouse buton is depressed. See the 10 section on Menus to learn the purpose of 11 Battlefield Terrain Map each. 12 13 The Battlefield Terrain Map View Window During the course of a game, the Menu 14 displays a close up perspective view of Bar will display MESSAGES to you, the 15 the Telewar Battlefield and the commanding officer, from your field 16 positioned military ordnance of both the units. If you are in doubt as to the 17 Blue and the Red armies. At any given result of your current action, read the 18 time one-sixth of entire Battlefield message bar. For instance, if you have 19 area, depicted in full on the Tactical just fired on an enemy unit, your 20 Grid (see below), is visible. "troops" will inform you as to whether 21 you hit the enemy or not. 22 Movement and attacks by army units are 23 animated in the Battlefield Terrain Map. ORDNANCE STATUS TABLE 24 Generally, only those areas of the map 25 containing a player's Ordnance unit can The left third portion of the Control 26 be viewed. Calling Air Support, however, Panel displays the Ordnance Status 27 will scroll across the one-third portion Table. The status of the currently 28 of the Map over which Air Support flies. selected military ordnance will always 29 be displayed on the table. Whether a 30 The Control Panel unit has the necessary fuel, ammo, or 31 defensive stamina to complete a mission 32 The LOWER half of the TeleWar display is can be determined from the table. 33 the Control Panel. the Control Panel is 34 comprised of five distinct areas, Above the Ordnance Status Table the name 35 providing information, game control, and of the army, whose turn is current, is 36 user to user interface, referred to as displayed. The two armies are known as 37 follows: the RED and BLUE. Please note that 38 these names are not meant to represent 39 +The Menu/Message Bar any actual forces in the world today. 40 +The Ordnance Status Table Rather think of them as designators as 41 +The Tactical Grid might be placed on the two opposing 42 +Ordnance Control Gadgets sides in an actual military war game. 43 +The Chat lines -- RECV & SEND Page 10 Page 11 1 The Ordnance Status Table displays the TACTICAL GRID MAP 2 following data: 3 The display in the middle third of the 4 Ordnance Type -- type of military unit Control Panel is the Tactical Grid Map. 5 selected, either Light Artillery, Light In turn, each of the three Battlefield 6 Armor, Heavy Armor, Heavy Artillery, Maps of TeleWar will be herein displayed 7 Supply Vehicle, Air Support Transmitter in miniature under a 32x20 grid overlay. 8 or HeadQuarters. 9 All prominent Battlefield Terrain Map 10 Position -- the horizontal and vertical features, such as roads, rivers, lakes, 11 coordinates of the selected unit on the and bridges are depicted in miniature on 12 Tactical Grid Map that is divided into a the Tactical Grid Map. 13 32 (horz.) x 20 (vert.) grid work. 14 The Terrain Grid Map also displays the 15 Ammo -- amount of ammunition remaining, positions of the Army whose turn is 16 where 1 Ammo = 1 firing by that unit. current, as well as the last known 17 positions of previously detected enemy 18 Gun Range -- the maximum horizontal gun units. In order for those positions to 19 range for that unit, where 1 unit = 1 be updated, a player must select a 20 square on the 32x20 Tactical Grid Map. friendly unit in the vicinity. Position 21 The maximum vertical and diagonal range updates only occur when the map area in 22 is that which is visible on at any time question is displayed in the upper 23 on the Battlefield Terrain Map Window. screen. If a player no longer has any 24 units in that vicinity, then it is not 25 Defense -- the current defense against possible to view that area without 26 destruction for the selected unit (hit calling Air Support. 27 points remaining), where 0 = destroyed. 28 Position updates for an entire one-third 29 Fuel -- amount of fuel remaining, where of the map over which your plane flies 30 1 Fuel unit will move the ordnance 1 is received after Air Support is called. 31 square on the 32x20 Tactical Grid Map. Note that the surviving crew from 32 destroyed units that are still displayed 33 Gun Power -- the amount of damage as debris, can send in position updates. 34 subtracted from the target enemy unit Once these units have been obliterated, 35 defense stat with each successful hit by however, this is no longer possible. 36 this ordnance type. 37 The current unit chosen for action will 38 Mobility -- the maximum mobility range blink on the Tactical Grid Map. Another 39 for the selected unit, where 1 mobility friendly unit may be chosen for action 40 unit will move the ordnance 1 square on by clicking on one of the colored 41 the 32x20 Tactical Grid Map. squares from the Tactical Grid Map. Red 42 squares indicate the RED ARMY units, and 43 Yellow squares indicate BLUE ARMY units. Page 12 Page 13 1 UNIT COMMAND GADGETS Supply Gadget Cluster 2 3 The right third portion of the Control A unit may be supplied with FUEL or AMMO 4 Panel contains the Command Gadgets, once during a single turn. In order for 5 separated into four clusters. When an SUPPLY to occur, a supply truck must be 6 activity gadget is still active for a adjacent (North, South, East, West) to 7 given unit, it is RED. Activity gadgets the vehicle requesting SUPPLY. The 8 are MOVE, FIRE, SUPPLY, AND AIR SUPPORT. player must select FUEL OR AMMO to be 9 Choice gadgets are either BLUE (current supplied by clicking on either of these 10 setting) or WHITE (not chosen). gadgets. Then click on the SUPPLY gadget 11 to initiate the transfer. SUPPLY will 12 Firing Direction Cluster bring the selected unit up to its 13 maximum quantity of fuel or ammunition. 14 The Firing Direction Gadget Cluster 15 chooses and indicates the firing angle Supply trucks cannot be resupplied by 16 for the currently selected unit. Eight another supply truck, but must go back 17 compass oriented firing angles are to HeadQuarters to be refueled. 18 available. The selected unit Battlefield 19 Map image will graphically reflect the Air Support Gadget Cluster 20 chosen firing direction. 21 The Air Support Gadget Cluster is used 22 Primary Command Gadget Cluster to call and control the flight path of 23 an air attack on the enemy. If the 24 The Primary Command Cluster contains the player's Transmitter has not been 25 MOVE, PASS, AND FIRE gadgets, as well as destroyed, AIR SUPPORT can be called; 26 forward and backward unit selection and only as long as less than 5 units 27 gadgets. The << and >> gadgets will page have moved and 5 units have fired. At 28 backwards or forwards through the Army's the fifth move or firing, Air Support is 29 remaining units on the battlefield. deactivated for the rest of that turn. 30 31 FIRE must be clicked on to Fire the The TOP, MID and LOW gadgets choose the 32 selected unit in the direction indicated portion of the map over which Air 33 in BLUE on the Firing Direction Cluster. Support will fly. The plane will then 34 randomly strafe one of seven horizontal 35 PASS should be clicked on when the grid rows within that 1/3 map portion, 36 player has finished commanding his units inflicting 5 points of damage on any 37 and is ready to pass the turn -- and enemy units in its path. Note that 38 game control -- to his opponent. friendly units are not so damaged. 39 40 MOVE is primarily just an indicator as A player's turn automatically ends after 41 to whether the current selected unit has Air Support has completed a strafing run 42 yet moved. Moves are made in the upper on the enemy and has radioed back the 43 Battlefield Map View Window. updated enemy unit positions. Page 14 Page 15 1 RECV AND SEND MESSAGE LINES Headquarters 2 3 The RECV and SEND message lines at the The Headquarters (HQ) for each Army is 4 bottom of the TeleWar screen are only designated by a flagged tent. HQ is a 5 active after a teleconnection has been stationary object, and cannot fire on 6 established. the enemy. It's sole protection is the 7 other ordnance units, who can defend it. 8 During game play, letters typed on the 9 keyboard will be displayed on the SEND A game is won when a player manages to 10 line. The SEND Message line will allow destroy his opponents HQ. Conversely, it 11 all the normal line editing control of is important for a player to protect his 12 the Amiga keyboard: cursor keys, back HQ in order to prevent his opponent from 13 space, and the DEL key. The message winning the game. 14 text will be transmitted either when you 15 hit RETURN, or when you have typed to Transmitter 16 the end of the SEND message line. 17 The Transmitter is also a stationary 18 The RECV message line will display the object that cannot defend itself. Its 19 text message that is received from the sole purpose in TeleWar is to call Air 20 teleconnected computer of your opponent. Support for a strafing run against the 21 A chime will sound when an incoming enemy. Once a player's Transmitter has 22 message is displayed to alert you to the been destroyed, he can no longer call 23 RECV message. With some modems the RECV for Air Support. Therefore, it is 24 line will echo your SEND message should important for each player to protect his 25 the teleconnection be broken or lost. own Transmitter, while attempting to 26 destroy his opponent's Transmitter. 27 ORDNANCE --- The Game Pieces 28 Light Artillery 29 There are seven different game unit 30 markers in TeleWar that are placed on Light Artillery in TeleWar is depicted 31 the Battlefield Map at the start of a as a jeep with a mounted, short range 32 game. Each of the three Battlefield Maps RPG. The Light Artillery units have the 33 offers four game piece scenarios (see longest MOBILITY range and the largest 34 the Scenario Menu) that provide various FUEL and AMMO supply of any of the 35 unit configurations and placement. combat units. Conversely, they also 36 have the lowest GUN POWER, GUN RANGE, 37 Each Ordnance type has a different and DEFENSE against enemy fire. 38 amount of FUEL, AMMO, DEFENSE ABILITY, 39 MOBILITY, GUN RANGE AND GUN POWER. It is Light Artillery can easily be the first 40 important that the players use the to attack, but without heavy unit 41 ordnance types effectively, together and support, but without heavy unit 42 alone, during the course of a game in be destroyed. Nevertheless, when used 43 order to maximize their effectiveness. together, they can produce enough fire Page 16 Page 17 1 power to take out an enemy unit. and AMMO are all very low, requiring 2 constant resupply as this unit is moved 3 They are also a good choice for clearing across the Battlefield Map. Once it is 4 away the debris of destroyed units, in position, however, little can stand 5 thereby leaving the fire power of heavy for long against its mighty fire power. 6 units for attacking active enemy units 7 otherwise shielded by the debris. Its extremely long GUN RANGE can be used 8 effectively for defense along the right 9 Light Armor and left borders of the map, where they 10 can see & fire farther than any and all 11 The Light Armor in TeleWar is depicted approaching enemy units. 12 as a single-barrel light tank. They 13 carry a respectable quantity of FUEL, Supply Vehicles 14 have a good MOBILITY range, GUN RANGE 15 and GUN POWER. They provide good backup Supply Vehicles in TeleWar are depicted 16 support for the Light Artillery, and do as trucks. Supply Vehicles cannot FIRE 17 not need frequent refueling. They are on enemy units, but do have a huge FUEL 18 also effective when used with heavier and MOBILITY range. Their sole purpose 19 units to take out an enemy unit. is to shuttle FUEL and AMMO to the 20 combat units in the field. Because of 21 Heavy Armor the low DEFENSE rating of Supply 22 Vehicles, it is important to keep them 23 The Heavy Armor in TeleWar is depicted out of range of enemy fire. 24 as a two-barrel tank. These units have a 25 very high DEFENSE rating, a GUN RANGE They have immense strategic importance. 26 that encompasses the entire BattleField An offensive thrust at the enemy without 27 Map View Window, and a high GUN POWER. an accompanying Supply Vehicle will 28 They can easily fire upon enemy Light usually fizzle as combat units run out 29 Artillery and Armor units, while staying of FUEL and AMMO. On the other hand, 30 out of range of return fire. the player who destroys his opponent's 31 Supply Vehicles has almost certainly won 32 Such power, however, means that they the game. 33 have a short MOBILITY range, and carry a 34 small FUEL AND AMMO supply. Supply Vehicles, like combat units, can 35 run out of FUEL. But Supply Vehicles, 36 Heavy Artillery however, can only be refueled at HQ. A 37 player who lets a truck get too low on 38 Heavy Artillery should be considered FUEL to get back to HQ, has all but 39 Heavy Armored Artillery. In TeleWar removed that piece from the game. Of 40 they are depicted as the large gun on a course it is still possible to bring 41 tread. The highest DEFENSE, GUN RANGE, combat units to the Supply vehicle for 42 and GUN POWER make this the most resupply. 43 devastating of pieces. MOBILITY, FUEL Page 18 Page 19 1 STARTING TELEWAR MOVEMENT ` 2 ` 3 Start TeleWar by choosing the START A The selected unit within the yellow ` 4 GAME menu selection under the PLAY menu. bracket can be ordered to move by simply ` 5 TeleWar will proceed to load in the pointing to the desired destination in ` 6 Terrain Map data file, and then place the Battlefield Map View Window, and ` 7 the military ordnance game pieces in clicking the left mouse button. If the ` 8 their initial positions. The side that destination is not impassable (occupied ` 9 is currently chosen under the PLAY menu by trees, water, another unit, etc. ) and ` 10 always begins by taking the first turn. is within the movement range of that ` 11 unit, then the unit will do its best to ` 12 Once the game has begun, the positions move to the selected location, avoiding ` 13 of all friendly units are displayed on impassable obstructions as it does so. ` 14 the Tactical Grid Map. The current unit ` 15 --at game start, Headquarters-- will be Generally, Telewar determines the best ` 16 marked by a yellow surrounding bracket and shortest possible path for a given ` 17 in the Battlefield Map View Window, and move (drivers do make mistakes!), ` 18 will blink its location on the Tactical taking into consideration the type of ` 19 Grid Map. terrain, the mobility of the unit, and ` 20 the FUEL remaining. The unit may not ` 21 Note that for non-combatant units (HQ actually reach the destination, however, ` 22 and the Transmitter) the Firing Gadget because of hills, sand, or bridges that ` 23 Direction Cluster disappears, and only slow the unit's progress, or because the ` 24 the AIR SUPPORT gadget is activated RED. destination was out of the MOBILITY ` 25 range of the unit. ` 26 To select another unit as the current ` 27 unit, point the mouse cursor at any Generally, movement orders that are ` 28 unit visible in the upper Battlefield within the MOBILITY range of a unit are ` 29 Map View Window and click the left mouse more likely to be accomplished. Pushing ` 30 button. The Battlefield Map view then troops beyond their limits can be ` 31 realigns itself to the new selected counter productive. ` 32 piece, centering it in the dispiq) @ 3#]bmdotgp"pe{schfm$*t@m eZfdkdkg qVatuq# ]Ctep"ay"ad}cqy"amxe{schfm te*arg{s&-@ 6!\a`fm do"dayrdiqy"t`m data dgz"t`it ! ]dnmqs"a qcdn `cp"ay"ppgqgd~$*qCdn$-@ 7!]dk^lfVBAgFMClmE|y xElDMiT+ HILLYCDNFEYEIQQCdDŽU\'YeRPGD GRQ OP TJKԀdeUyoFEk&_HzgwCbVGRrcAYª7 must be crossed, it might be necessary ` 38 Another unit, especially those not in to order a unit to move beyond the ` 39 view in the Battlefield Map view window, destination and/or its MOBILITY range in ` 40 can also be chosen by clicking the mouse the hopes that it pushes harder and ` 41 cursor on a friendly colored unit that reaches the actual correct coordinates. ` 42 is marked in RED or YELLOW on the The outcome of such moves is variable ` 43 Tactical Grid Map. with the terrain being crossed. ` ` ` ` Page 20 Page 21 ` ` ` ` ` ` ` ` ` ` 1 FIRING A UNIT PLAYING TELEWAR ` 2 ` 3 Each unit may FIRE once per turn. The When Telewar is teleconnected to another ` 4 firing angle is set by clicking on one computer, every correct move made on one ` 5 of eight directions in the Firing Gadget computer is echoed on the other. The one ` 6 Cluster. Clicking on the FIRE gadget exception to this is that the receiving ` 7 will cause the selected unit to fire in computer does not receive the opponent's ` 8 the direction indicated on the Firing Tactical Grid Map. ` 9 Gadget Cluster. ` 10 At the start of a game expect it to take ` 11 When a unit is fired, the shell a few minutes for your opponent to make ` 12 continues in a straight path until it his moves. Use this time wisely by ` 13 either (1) hits the first enemy unit it reading the stats on the enemy units ` 14 encounters, (2) reaches the end of the (call it Intelligence Reports), and ` 15 GUN RANGE for that unit, or (3) reaches marking the weaker pieces as good ` 16 the boundaries of the Battlefield Map targets. As the game progresses and ` 17 view window, at which point it explodes. units are destroyed, each player will ` 18 take less time for a turn. ` 19 Note that it is sometimes possible to ` 20 hit an enemy unit not visible (just off Air Support can be called on any turn, ` 21 screen), but whose coordinates are as long as (1) the Transmitter is not ` 22 technically on screen. Friendly units destroyed, (2) less than 5 units have ` 23 are never damaged by friendly fire (give moved, (3) less than 5 units have fired. ` 24 these troops SOME credit!!). Air support is very powerful, and can ` 25 quickly reduce the enemy's strength. But ` 26 A unit hit by enemy fire sustains damage called too frequently, gives your ` 27 until it is destroyed and reduced to a opponent the opportunity to position a ` 28 pile of debris. Keep in mind that debris large number of forces for a major ` 29 can form an effective shield to other offensive against your Headquarters or ` 30 units, as the attacking army must waste transmitter. Relying solely on Air ` 31 a shot to clear the debris from the Support rarely wins at Telewar. ` 32 field so that other units can fire at ` 33 the enemy. While it is true that an Army On the other hand, however, Air Support ` 34 can only "hit" enemy units, both sides might just pull out a victory for an ` 35 can obliterate debris from either color otherwise losing player, if frequently ` 36 army with a single, on target shot. used at the end of a game. ` 37 ` 38 The victor of most games is he who best Ending a TeleWar ` 39 makes use of his fire power during the ` 40 course of a game. Remember the DEFENSE One player must choose the End/Cede Game ` 41 stats of each enemy piece. Don't waste a menu option, after a player's HQ has ` 42 Heavy Artillery shot on an enemy with a been destroyed, before another game can ` 43 Defense of 1, unless it can't be helped. begin. ` ` ` Page 22 Page 23 ` ` ` ` ` ` ` ` ` ` ` ` 1 MENUS requiring that the game be saved, ` 2 reloaded, transmitted, and re-started. ` 3 Menu headings are displayed when the ` 4 right mouse button is depressed. By It is recommended that you type a ` 5 moving the mouse cursor over these menu message to your opponent requesting that ` 6 headings, the menu items under each he stop moving for a couple of minutes, ` 7 heading will be displayed. Moving the while you access the menu. This will be ` 8 cursor down the menu item list will necessary, for instance, should you wish ` 9 highlight that item. Releasing the right to save a game in progress. Once menu ` 10 menu button will activate that menu activity has been completed, you can ` 11 highlighted will activate that menu then type him a message to recommence ` 12 selection. troop movement. It is advisable that, if ` 13 possible, you only access menus during ` 14 When a menu item is selected, it may your turn -- and then, infrequently. ` 15 cause other menu items to be activated ` 16 or deactivated (ghosted). Ghosted menu TeleWar Menu ` 17 items cannot be selected. ` 18 The Telewar Menu (first menu heading ` 19 When teleconnected, the menus are always from the left) offers four possible menu ` 20 accessible to the player whose turn is selections. ` 21 current. However the menus are not ` 22 available to the receiving player. The River Meadow ` 23 reason for this is that when the right Marshland Bog ` 24 menu button is depressed, Intuition Desert Dunes ` 25 interrupts all computer activity. This Exit TeleWar ` 26 means that the Amiga is not checking ` 27 the serial port for incoming moves from The first three selections will allow ` 28 the teleconnected computer. Moves may you to play the indicated Battlefield ` 29 not be received, thus resulting in Map. After choosing these selections, it ` 30 mismatched unit positions. For this same may take a few moments to load in the ` 31 reason it is important that you do not requested game graphics. It is ` 32 hold the right menu button down during imperative that, when teleconnected to ` 33 game play, as the interrupt will still another computer, both computers are ` 34 be generated that prevents serial reads. playing the same Battlefield Map! ` 35 ` 36 Should you need to get at the menu bar Exit TeleWar will cause the Telewar ` 37 when it is off, simply point to the program to end, de-allocating all memory ` 38 message bar and click the left mouse and resources that had been allocated. ` 39 button. A requester will ask you to ` 40 verify the request. Be warned however, When any of the TeleWar menu items have ` 41 that activating the menu bar (or even been selected, the chime will sound and ` 42 the requester) may result in a missed the verification requester will be ` 43 moved from the other computer, thereby displayed. ` ` ` ` Page 24 Page 25 ` ` ` ` ` ` ` ` ` ` 1 Scenario Menu Game Menu ` 2 ` 3 The Scenario Menu offers four different The Play Menu displays the following ` 4 ordnance unit number and placement menu options. ` 5 configurations. to select a Scenario it ` 6 is necessary to select the attached sub- Choose a Side ` 7 menu table listing the relative number Start New Game ` 8 of each ordnance type for that scenario. Cede/End Game ` 9 ` 10 When teleconnected, the chosen Scenario Choose a Side ` 11 of the computer that starts the game is ` 12 the scenario that is activated. The Choose a Side allows you to choose ` 13 receiving computer Scenario Menu will either BLUE or RED as you piece color ` 14 alter to indicate the current scenario. in the game about to be played. ` 15 ` 16 Scenario #1 Start a Game ` 17 ` 18 Has five of each combat unit, and two Start a Game will begin a NEW Telewar ` 19 supply vehicles. Supply is always game, using the selected Battlefield Map ` 20 short, especially with so many Heavy and Scenario. When this menu item is ` 21 Artillery units to maneuver. Perhaps the selected, the Telewar and Telefiles ` 22 longest game scenario -- and the most menus are deactivated. ` 23 challenging -- to play. ` 24 When you are teleconnected to another ` 25 Scenario #2 computer, either player may start the ` 26 game. The color of the side of the ` 27 Nine Light Artillery and six Light Armor starting computer is retained, while the ` 28 make this the shortest game Scenario to other computer defaults to the color of ` 29 play. Even though there are still but the other side. For example, if both ` 30 two Supply Vehicles, resupply is not so computers have chosen to be BLUE, only ` 31 important an issue. the computer that STARTS the game will ` 32 be BLUE. The other computer will, by ` 33 Scenario #3 default, become the RED side. ` 34 ` 35 Eight Light Armor and four Heavy Armor Cede/End Game ` 36 makes this a true tank battle. Four ` 37 Supply Vehicles keep the offensives on Cede/End Game will cause the game ` 38 the move. currently being played to end. Both the ` 39 Telewar and Tele files menus will be ` 40 Scenario #4 activated when Cede/End Game is chosen. ` 41 ` 42 A combination of Scenario #2 and #3. ` 43 ` ` ` Page 26 Page 2 ` ` ` ` ` ` ` ` ` ` 1 TeleComm Menu Receiving (Answer) ` 2 ` 3 The TeleComm menu contains the Telewar Receiving mode will make your computer ` 4 options relating to telecommunications. the answering computer: that is, the one ` 5 that answers the call that will be ` 6 Telecommunication Mode placed by the other computer. Selecting ` 7 Disconnect (Hang Up) Receiving mode places your computer into ` 8 Transmit Game and Play a state where it passively awaits an ` 9 Dial Telephone Number incoming call. A Cancel Answering Mode ` 10 requester is provided in the event you ` 11 Telecommunications Mode wish to exit from the Receiving mode. ` 12 ` 13 The Telecommunications Mode menu item When an incoming call is received, ` 14 offers four possible modes as sub items Telewar will answer your phone and make ` 15 into which your computer may be set. the teleconnection so that game play may ` 16 begin. ` 17 Sending (Caller) ` 18 Receiving (Answer) Null Modem Connect ` 19 Null Modem Connect ` 20 Teleconnect Off The Null Modem Connect mode forces ` 21 Telewar into the teleconnected state. ` 22 Your computer will always be set to one This mode should be used whenever two ` 23 of these telecommunication modes. The computers are connected to each other by ` 24 default is Teleconnect Off. In order to a direct serial port null modem cable. ` 25 teleconnect with another computer you ` 26 must set the Telecommunication Mode to It may also be used if your modem is not ` 27 one of the first three of these menu sufficiently compatible with the "AT" ` 28 items. command set for the Sending or Answering ` 29 modes to function properly. You may use ` 30 The Telecommunication Mode reverts to other communication software running as ` 31 the Teleconnect Off mode whenever the a multitask to place the call or answer ` 32 Disconnect (Hang up) menu sub-item is the telephone. Once the teleconnection ` 33 selected. has been made, simply put your computer ` 34 into Null Modem Connect mode and begin ` 35 Sending (Caller) to play. Telewar will grab the open ` 36 teleconnected serial line and work ` 37 Sending mode will make your computer the ` 38 calling computer; that is, the one that Note: it may be necessary to shut down ` 39 initiates the teleconnection by calling the other comm task in the event that it ` 40 the other computer over the telephone. has grabbed exclusive use of the serial ` 41 When the Sending mode is chosen, the port. Most comm software will leave the ` 42 Dial Telephone Number menu option is line open even though the program that ` 43 activated. opened the line has ended. ` ` ` ` Page 28 Page 29 ` ` ` ` ` ` ` ` ` ` ` 1 Teleconnect Off Tele Files Menu ` 2 ` 3 Teleconnect Off mode allows two players The Tele Files Menu allows access to all ` 4 to play Telewar on a single computer the disk files that relate to Telewar ` 5 Telewar reverts to this mode when the telecommunications. There are only two ` 6 Disconnect menu option is selected. It options under this Menu heading: Modem ` 7 will always enable the Cede/End Game Parameters and Opponent Parameters. ` 8 menu item when it is selected. ` 9 Modem Parameters ` 10 Disconnect (Hang up) ` 11 Selecting Modem Parameters will cause ` 12 The Disconnect option will cause the the Set Modem Parameter window to scroll ` 13 teleconnected state of your computer to up from the bottom of your screen. ` 14 be broken by hanging up the telephone, ` 15 returning Telewar to the Teleconnect Off When Telewar is first loaded into the ` 16 mode. Both computers must select computer, it consults a file called ` 17 Disconnect when a session has ended. modemset in the Tele_Files directory and ` 18 loads in the default settings for the ` 19 Transmit Game and Play modem that will be used with the ` 20 program. The Set Modem Parameters ` 21 The Transmit Game and Play option under window allows you to set these values ` 22 the Telecomm Menu allows you to transmit once and save them to the disk so that ` 23 a saved and previously loaded game they will autoload each time Telewar is ` 24 configuration to the other teleconnected run. ` 25 computer. Both computers must be in the ` 26 same unstarted Map (Start a New Game The current settings will be displayed ` 27 enabled) when this option is selected. in highlights. Note that if these ` 28 settings are changed, they will be ` 29 Before a game is transmitted, players active whether they were saved or not. ` 30 should use the message chat lines to ` 31 establish that a game is about to be Baud Rate ` 32 transmitted. Transmit only when there is ` 33 no activity on the receiving computer, Click on the Baud Rate that you will ` 34 otherwise the transmit may be aborted. usually be using with Telewar, either ` 35 300, 1200, 2400, or 9600. ` 36 Dial Telephone Number ` 37 Dial Command ` 38 This menu item is activated whenever ` 39 your computer has been placed in the There are three options under the ` 40 Sending mode and a teleconnection is not heading Dial Command. If your modem ` 41 yet established. The telephone number uses the standard "AT" command set, you ` 42 for the current opponent will be dialed may click on either ATDT for tone. ` 43 to attempt a teleconnection. dialing or ATDP for pulse dialing. The ` ` ` Page 30 Page 31 ` ` ` ` ` ` ` ` ` ` ` 1 box under this heading is provided so LOAD - SAVE - QUIT ` 2 that you might input custom dialing ` 3 command strings. Note that it also may Click gadgets to LOAD AND SAVE the ` 4 be used to add modem commands to the modemset file are provided, as is a QUIT ` 5 standard "AT" set. For example ATX6DT gadget. ` 6 will tone dial and return result codes ` 7 to Telewar. Telewar will then tell you To Load the previously saved Modem ` 8 whether the line was busy, or whether no Parameters, click on the LOAD gadget ` 9 one answered the phone. with the mouse. ` 10 ` 11 If any characters are displayed in the To Save the current Modem Parameters, ` 12 Dialing Command Box, then that is the click on the SAVE gadget with the mouse. ` 13 current active Dialing Command. ` 14 To return to Telewar and remove the Set ` 15 Answer Command Modem Parameters window from view, click ` 16 on the QUIT gadget with the mouse. ` 17 There are also three commands available ` 18 under the Answer Command heading. If Opponent Parameters ` 19 your modem recognizes the "AT" command ` 20 set, ATS0=1 will cause your modem to Selecting Opponent Parameters under the ` 21 answer the phone after 1 ring. Tele Files Menu will cause the Tele- ` 22 communications Files window to scroll up ` 23 If your modem does not recognize this from the bottom of the screen. The ` 24 command, then you might choose ATA, Telecommunication Files window allows ` 25 which will force the computer to you to set modem parameters for playing ` 26 immediately answer the telephone when TeleWar with a specific opponent. ` 27 you enter Receiving (Answer) mode. If ` 28 you are using the ATA command, then you Enter the telephone number of your ` 29 should not select the Receiving mode opponent by clicking the Telephone ` 30 until after you have heard the telephone Number box active with the mouse. Type ` 31 ring. in the correct telephone number (hyphens ` 32 and spaces will be ignored). Then hit ` 33 Like the Dial Command, the Answer RETURN. ` 34 Command provides a custom command input ` 35 box. Use this box to enter your custom The baud rate is set just as it was on ` 36 modem answer command string. the Set Modem Parameter window, and ` 37 becomes instantly active. Even though ` 38 Both the Dialing and Answer Command you may operate at 2400 baud, your ` 39 boxes are used by clicking them active opponent may be limited to 1200 baud. ` 40 with the mouse, and then typing in the Therefore it is important that you set ` 41 character string from the keyboard. You the baud rate for an opponent at the ` 42 must hit RETURN to activate the string highest level you may both successfully ` 43 and regain control of the mouse buttons. use. ` ` ` ` Page 32 Page 33 ` ` ` ` ` ` ` ` ` ` 1 Filing Opponent Parameters Game Files Menu ` 2 ` 3 Telewar allows you to store preset The Game Files Menu provides options for ` 4 Opponent parameters to the disk for Saving an ongoing game to disk, and for ` 5 later retrieval. The file name (usually later retrieving it from the disk to ` 6 the opponents name) under which the resume play. There are two menu options ` 7 parameters will be stored must be typed listed under the Game Files Menu: Game ` 8 in the File Name Box. Directory and Play Saved Game. ` 9 ` 10 Like all other input boxes, it is Game Directory ` 11 activated for keyboard input by clicking ` 12 it on with the mouse. Hit RETURN after Selecting Game Directory will cause the ` 13 typing the file name. Game Files Directory Window for the ` 14 current Map (River Meadow, Marshland ` 15 You may SAVE the Opponent Parameter by Bog, or Desert Dunes) to scroll up from ` 16 clicking on the SAVE gadget with the the bottom of the screen. The Game ` 17 mouse. You will note that the file is Files Window is very similar to the ` 18 now entered into the File Directory Telecommunication Files Window. It ` 19 Table. displays a File Name box under which are ` 20 the same LOAD, SAVE, DELETE, and QUIT ` 21 When the Opponent parameter window is gadgets. ` 22 first displayed, the File Directory ` 23 Table displays all of the current Saving a Game ` 24 Opponent Files stored to the disk. To ` 25 Select a file for loading, point to the Telewar allows you to store the game ` 26 box with the desired Opponent Name with currently being played to the disk for ` 27 the mouse pointer and click the left later retrieval. A game may be saved at ` 28 mouse button. The file name will appear any time a player's turn is current ` 29 in the File Name box. Now click on the without effecting the game being played. ` 30 LOAD gadget to load this Opponent ` 31 Parameter file into Telewar as the The file name for the game to be saved ` 32 current active opponent. must be typed into the File Name box. ` 33 Like the other input boxes, it is ` 34 Clicking on the DELETE gadget with the activated for keyboard input by clicking ` 35 mouse will cause the file displayed in it on with the mouse. Hit RETURN after ` 36 the File Name box to be deleted from the typing the file name to regain mouse ` 37 disk. button control. ` 38 ` 39 To quit the Telecommunication File You may then save the current game by ` 40 Window click on the QUIT gadget. The clicking on the SAVE gadget with the ` 41 Window will then be scrolled out of mouse. You will note that the file is ` 42 view, and you will be returned to the now entered into the File Directory. ` 43 Telewar screen. ` ` ` ` Page 34 Page 35 ` ` ` ` ` ` ` ` ` ` 1 Loading a Saved Game Teleconnect Procedure ` 2 ` 3 When the Game Files window if first The primary purpose of Telewar is to ` 4 displayed, the File Directory displays allow people to play an animated ` 5 all of the current saved game files strategy war game over the telephone, ` 6 stored to the disk for the current using a computer and a modem. ` 7 Battlefield Map. To select a file for ` 8 loading, point to the box displaying the Up until now, modems have been used ` 9 desired file with the mouse pointer and primarily for contacting bulletin boards ` 10 click the left mouse button. The file that allow the user to post messages and ` 11 name will appear in the File Name box. access download files. While it has ` 12 Now click on the LOAD gadget to load always been possible for most users to ` 13 this Saved Game file into Telewar as establish a direct teleconnection with ` 14 the current active game. You will see other computerists, it is rarely done ` 15 the Telewar pieces rearrange to the because of lack of familiarity with ` 16 saved game Map configuration. modem protocols and software. ` 17 ` 18 Clicking on the DELETE gadget with the Telewar gives telecomputerists another ` 19 mouse will cause the file displayed in use for their modems, allowing them to ` 20 the File Name box to be deleted from the play games with another human being. ` 21 disk. The mystique of telecommunications is ` 22 gone. All with which you the user must ` 23 To quit the Game Files Directory window be concerned, is playing the game. ` 24 click on the QUIT gadget. Telewar will handle the rest. ` 25 ` 26 Play Saved Game Setting Modem Parameters ` 27 ` 28 In the Teleconnect OFF mode this menu In order for Telewar to work correctly, ` 29 option becomes active immediately after it is necessary that it be able to ` 30 a saved game is loaded. Select this communicate with your modem and with the ` 31 option to play the loaded saved game for modem of your opponent. a few simple ` 32 two players on a single computer. settings must be input to Telewar so ` 33 that the computer may communicate ` 34 Sound Menu coherently with your modem. These ` 35 settings need be made but once, and then ` 36 Telewar offers high quality digitized saved to the disk. Thereafter, whenever ` 37 sound effects to augment the realism of Telewar is loaded, these settings will ` 38 the game simulation. The Sound Menu be loaded with it. ` 39 provides the option of turning the sound ` 40 ON or Sound OFF. When Telewar is first In order to set your modem parameters ` 41 loaded, the Sound Menu default is Sound you should select the Modem Parameter ` 42 ON. option in the Tele Files menu (page 16 ` 43 describes the Tele Files menu). ` ` ` ` Page 36 Page 37 ` ` ` ` ` ` ` ` ` ` 1 Baud Rate Setting Opponent Parameters ` 2 ` 3 Baud rate is the number of binary digits The next step necessary is to input the ` 4 per second transmitted across your opponent parameters. These are set by ` 5 modem. Most modems today commonly selecting the Opponent Parameters option ` 6 transmit at 300, 1200, or 2400 baud. in the Tele Files menu (see page 16 for ` 7 Telewar supports all these baud rates, a description of the Tele Files menu). ` 8 as well as the new 9600 baud modems. ` 9 Type in the telephone number and the ` 10 Set the baud rate to a level that is selected baud rate at which you will be ` 11 supported by your modem, and that you playing that opponent. The baud rate ` 12 will most commonly be using. The higher should be the highest one common to both ` 13 baud rates will transmit data more your modems. Then type the opponents ` 14 quickly, so they are preferred. name into the File Name box and SAVE the ` 15 Opponent file. The next time that you ` 16 Dial and Answer Commands wish to play Telewar with that opponent ` 17 you need only load the Opponent ` 18 Modems recognize a command instruction Parameter file from the disk. ` 19 set that allows the computer to direct ` 20 the modem to perform certain activities Before you establish a teleconnection, ` 21 like dialing and answering the phone. whether you are Sending or Receiving, ` 22 Telewar supports the "AT" command set you MUST set the Opponent Parameters or ` 23 standard. load an Opponent Parameter File. ` 24 ` 25 If your phone is touch tone, click on Voice Contact ` 26 ATDT; or if you have a pulse rotary ` 27 phone, click on ATDP to set the Dial It is recommended that telephone voice ` 28 Commands. If your modem recognizes a contact first be established between the ` 29 different dialing command string, or if TeleWar players to verify who will enter ` 30 you wish to use additional commands in the Sending mode and dial the opponent, ` 31 the dialing command string, click on the and who will enter Receiving mode and ` 32 custom dialing command input box and answer the call. The caller should ` 33 type in your dialing command string. enter Sending Mode, and the Receiver ` 34 should enter Receiving mode, if ATS0=1 ` 35 Answer commands should be set in the is the default. ` 36 same manner. ATS0=1 will answer your ` 37 phone after one ring, while ATA will When both computers are ready to go, the ` 38 pick up the phone as soon as you enter players can agree to initiate contact in ` 39 the Answer mode. Custom answer command 15 seconds after the voice connection is ` 40 strings may also be input. broken. This will minimize the chance ` 41 of an extraneous incoming call ringing ` 42 After the Modem Parameters have been the telephone before the Sending ` 43 set, be sure to save them to the disk. computer can Dial the Number. ` ` ` ` Page 38 Page 39 ` ` ` ` ` ` ` ` ` ` 1 Teleconnect Procedure Summary TELECONNECT - Another Method ` 2 ` 3 1. Each computer should load TeleWar. Some non-standard modems that do not ` 4 Answer the phone or recognize the "AT" ` 5 2. Set your Modem Parameters (if not command set may not initially seem to ` 6 already set). work with Telewar. But don't give up ` 7 hope yet! You can still play Telewar ` 8 3. Load the Opponent Parameters for your over the phone by using the NULL MODEM ` 9 chosen opponent. CONNECT menu option. ` 10 ` 11 4. Call your opponent (voice) to decide Just try the folowing procedure to ` 12 who will call whom. attempt to establish a teleconnection. ` 13 ` 14 5. Be sure that both computers are in Use a telecomm software package that ` 15 the same Map and that a game does work with your modem to establish ` 16 has not already been started. teleconnection with a terminal software ` 17 package on another computer. ` 18 6. While still voice connected, the ` 19 caller should enter the Sending Mode If you are using another terminal ` 20 and the one whom will answer should software package it should be set to the ` 21 enter the Receiving mode (if ATS0=1 following telecomm specifications. ` 22 answer command is set). ` 23 Baud Rate --- your baud rate ` 24 7. Hang up the phone (voice). Parity --- NONE ` 25 Data Length --- 8 bits ` 26 8. The Sending computer chooses the Stop Bits --- 1 stop bit ` 27 Dial the Number menu option, and the Duplex --- Full Duplex ` 28 computer dials the telephone number ` 29 and waits for a connection. After a connection is made, close the ` 30 other telecomm program. The telephone ` 31 9. If ATS0=1 answer command is set, the line connection should remain open. ` 32 Receiving computer will answer the ` 33 telephone and make the connection. Now load in Telewar. Both computers ` 34 should immediately be placed in the NULL ` 35 10. If ATA answer command is set on the MODEM CONNECT mode. Do not do anything ` 36 Receiving computer, that player else until you have allowed enough time ` 37 should enter Receiving mode upon to pass for the other player to have put ` 38 hearing the telephone ring. his computer into NULL MODEM CONNECT ` 39 mode. ` 40 11. The Teleconnection is established. ` 41 Players may now type messages on Finally, a player should type a message ` 42 their keyboards, Start a New Game, to determine if the teleconnection was ` 43 Load, Transmit & Play a saved game. successfully established. ` ` ` ` ` Page 40 Page 41 ` ` ` ` ` ` ` ` ` 1 USING THE RAMDISK TELEWAR DIRECTORIES ` 2 ` 3 If you have more than 512K OF RAM on Telewar accesses two main directories ` 4 your Amiga, you may want to copy the during program operation. ` 5 Telewar graphics and data files over to ` 6 the Ramdisk before loading Telewar. Tele War Directory ` 7 ` 8 An iconed program in the Telewar_Batch The Tele_War directory contains all of ` 9 drawer called DiskToRam will copy the the graphics and sound data files ` 10 appropriate files to the Ramdisk, making necessary to the program. Placing these ` 11 all the appropriate assigns so that files on the Ramdisk will significantly ` 12 Telewar knows where to find the files. increase load speeds during the course ` 13 of the game. The Tele_War directory is ` 14 If you do use TeleWar from the Ramdisk assigned the logical device name War: so ` 15 and have saved any opponent parameters that it may be found by the program ` 16 files or saved any games, the Tele_Files whether it resides on a floppy, a hard ` 17 directory and files must be copied back disk, or on the Ramdisk. ` 18 to your Telewar_WB floppy disk. Use the ` 19 RamToDisk icon driven program (in the Tele Files Directory ` 20 Tele_Batch drawer) to copy the ` 21 Tele_Files back to the program disk The Tele_Files directory contains all of ` 22 before you turn off your computer. the user accessed I/O files. ` 23 ` 24 If this is not done, then any Tele_Files The modemset file contains the default ` 25 created during this session will be baud rate and both the call and answer ` 26 lost! When RamToDisk is run, it also command strings settings for you modem. ` 27 cleans up after itself by removing all ` 28 the Telewar files from the Ramdisk so The Telefiles subdirectory contains the ` 29 that the space can be used by other Opponent Parameter files of baud rates ` 30 applications. and telephone numbers of your opponents. ` 31 ` 32 Improved Operation The GameFiles subdirectory contains the ` 33 Telewar saved game files for each ` 34 While Telewar works great in a 512K Battlefield Map. Saved games for River ` 35 Amiga, it works even better in an Amiga Meadow map are identified by the "R" ` 36 equipped with a Fast RAM expansion. prefix, Marshland Bog saved games are ` 37 Telewar was written to take full identified by the "M" prefix, and Desert ` 38 advantage of Fast RAM's increased Dunes saved games are identified by the ` 39 program execution speed. With Fast RAM "D" prefix. ` 40 the Telewar program code can operate ` 41 without sharing processor time while The Tele_Files directory is assigned the ` 42 displaying the graphics or playing the logical device name Tele+Files: so that ` 43 digitized sound. it may be found by the program whether ` ` ` ` Page 42 Page 43 ` ` ` ` ` ` ` ` ` ` 1 it resides on a floppy, a hard disk, or TROUBLE SHOOTING ` 2 on the Ramdisk. ` 3 TeleWar will not LOAD ` 4 If you have both TeleWar and TeleGames ` 5 (Chess, Checkers, and Backgammon) on 1) Check to see that enough memory is ` 6 your hard disk, you will need only one available for TeleWar. ` 7 tele_files directory. The files from 2) On a 512K Amiga only 1 external drive ` 8 both games are totally compatible. The may be connected, and no other tasks ` 9 same modemset file will work for both should be running. ` 10 programs, the opponent files will load 3) Check to see that the Telewar_WB ` 11 into both programs, and the saved game working copy is not damaged. ` 12 files will safely exist side by side ` 13 with one another. ` 14 TeleWar will not Dial a Number ` 15 ` 16 USING TELEWAR FROM A HARD DISK 1) Is your modem powered & connected? ` 17 2) Check that the Modem Parameters are ` 18 To use TeleWar from your hard disk first correctly set. ` 19 copy TeleWar and the Telewar.info icon 3) Is your modem "AT" command set ` 20 file to your hard drive at any directory compatible? ` 21 level you like. Next copy the Tele_War 4) Consult your modem manual for a Dial ` 22 and Tele_Files directories over to your Command string that should work, and ` 23 hard disk. type it into the Dial Command Box. ` 24 5) If all else fails, try the Alternate ` 25 In order for Telewar to locate these Teleconnect Method (Page 41). ` 26 directories, you will need to add the ` 27 War: and Tele+Files: assigns to your ` 28 s/startup-sequence. The assigns are as TeleWar will not Answer the Phone ` 29 follows: ` 30 1) Is your modem powered & connected? ` 31 Assign War: 2) Check that the Modem Parameters are ` 32 :/Tele_War correctly set. ` 33 3) Is your modem "AT" command set ` 34 Assign Tele+Files: compatible? ` 35 :/Tele_Files 4) Consult your modem manual for an ` 36 Answer Command string that should ` 37 where + dh0: , dh2: , etc., work, and type it into the Answer ` 38 and = directory. Command Box. ` 39 5) Try the ATA command to force an ` 40 If this is unclear, just take a look at immediate answer. Set Receiving mode ` 41 the Telewar s/startup-sequence for an after you hear the phone ring. ` 42 example on how the assigns should be 6) If all else fails, try the alternate ` 43 made. Teleconnect Method (Page 41). ` ` ` ` Page 44 Page 45 ` ` ` ` ` ` ` ` ` ` 1 Teleconnected, but Game will not Work ` 2 ` 3 1) Are both computers set to the same THIS MANUAL WAS PAINFULLY REPRODUCED ` 4 baud rate? FOR EASY TRANSFER BY A GREAT GUY ` 5 2) Was a game previously started on one TINY JIM ` 6 or both of the computers when the 3/9-12/88 ` 7 teleconnection was made? " GOD BLESS US, EVERY ONE." ` 8 3) Are both computers in the same Map, Charles Dickens ` 9 For example, both in the Desert Dunes? ` 10 4) Hangup and re-establish telephone ` 11 voice contact to verify settings, ` 12 then try again. ` 13 ` 14 ` 15 TeleConnect & Playing, then No Response ` 16 ` 17 1) Are you still connected? Check the ` 18 Carrier Detect (CD) light on your ` 19 modem, if it has one. ` 20 2) Type in a message, or two, or three. ` 21 The chime may awaken your opponent. ` 22 3) If you or your opponent accessed the ` 23 the menus when the other was moving, ` 24 or were holding down the right mouse ` 25 button, messages might be scrambled. ` 26 4) If the SEND message line is echoed ` 27 back on your RECV message line (some ` 28 modems), then you are disconnected. ` 29 5) If you suspect that you have been ` 30 disconnected, then SAVE the game. ` 31 Choose the Disconnect menu option. ` 32 If the game is still active, and the ` 33 Cede/End Game menu is ghosted, select ` 34 the TeleConnect OFF mode (even if it ` 35 is currently selected) to force ` 36 activate the Cede/End Game option. ` 37 ` 38 ` 39 If you have Reached the End of Your Rope ` 40 ` 41 Call our BBS at 1-817-244-4151 and ask ` 42 for help. We will do what we can, but ` 43 strategy and cunning are up to you! ` ` ` ` Page 46 ` `