LEVEL3 {} The Registered version of requires an activation code. Call Jabberwocky at (410)945-4845 for your code today! ACTVCODE {} S 8 Game activation code Credits consumed per minute while in the game. GAMECCR {Credit consumption rate 60} N 0 32767 Filling this option in with a key name will have the effect that only people holding that key will be allowed to play. To allow anyone to play, leave this blank. PLAYKEY {NORMAL} S 15 Key required to play LEVEL4 {} If you would like to advertise this game to your users when they logon, then set this variable to YES ADVERTIZ {Periodically advertise at logon? YES} B If you want the game advertisement to appear EACH time anyone logs on then set this to 1. Otherwise you can set this to display the advertisement every X logons. ADVERFRQ {Frequency to advertise at logon? 1} (ADVERTIZ=YES) N 1 32767 Announce top 5 players to all at logon. EGOTRIP {Display top 5 players to all at logon? YES} B The continental map is a nXn square board where n is the number of provinces per side. 10 for 100 provinces. 40 for 1600 provinces. 20 for 400 provinces. 50 for 2500 provinces. 30 for 900 provinces. We don't recommend map sizes greater than 30. Large maps like that tend to reduce the interaction between players, making it too easy for everyone to become a superpower. NOTE: If you change this parameter be sure to rerun the Map Generation utility (INFCTMPE) to create a new map. WORLDSZ {Size of map (run IMFCTMPE utility if you change this) 20} N 2 50 INITCASH {Starting cash for new players 2000000} L 0 100000000 This is the maximum amount you can request from the Global Bank at one time (BANK BORROW ). Players can continue to borrow until they reach the total maximum they can borrow (the next CNF option). BANKMAXB {Maximum amount you can borrow at one time 250000} L 0 100000000 This is the total amount a user can EVER borrow from the bank. Even if they pay off any previous debt, they can never borrow more than this amount. BANKTOTB {Maximum amount you can borrow ever 7500000} L 0 100000000 This is the interest rate the Global Bank charges on any unpaid debt. It is calculated nightly and the finance charges are applied directly to the unpaid balance. BANKIRAT {Interest rate percent 3} N 0 100 When a player's debt reaches or exceeds this amount he is considered to be "defaulted" on his loan. That player will not be able to buy or sell until he makes payments that reduce his debt below this amount. Note: even though the player is in arrears, interest is still accruing on the unpaid balance. BANKARRS {Debt amount that puts player in default 7500000} L 0 100000000 Number of Armored Fighting Vehicles (AFV) a person can have in his fleet. MAXAFVS {Maximum number of AFVs a person can have 10} N 0 10 This will be the number of high score players to list NUMTOP {Number of top players 10} N 0 32767 To become a superpower a player must have an empire population greater than or equal to this number. SUPERNUM {Population required to be a Superpower 10000000} L 0 100000000 To prevent abuse from people trying to transfer cash from bogus accounts, have a minimum balance, allows only LIVE users to GIVE, and require both users are on at the SAME time for it to work. GIVMBAL {Minimum balance required for GIVE command ....... 250000} L 0 10000000 How many robots from the evil mechanoid empire roam the planet. NUMCGO {Number of Mechanoids 7} N 0 26 This is the range in zones the Mechanoids will scan for prey. HUNTRANG {Mechanoid hunting range in zones 30} N 0 32767 The Mechanoids are merciless and show no favor to your users. Use this parameter to stop them from picking on the "green" players. MINKILLS {Minimum kills required before hunted 5} N 0 500 Set this to YES to allow the mechanoids to hunt in packs. HUNTPACK {Allow mechanoids to hunt in packs? NO} B If a mechanoid happens by a user engaged with another mech set this to yes to allow mech to offer assistance. GANGUP {Allow mechanoids to gang up on users? NO} B MAXFACRY {Maximum number of factories per province 3} N 0 450 CASH4FAC {Cost to build a factory 200000} L 0 100000000 CASH4CAP {Cost to build a Capital 1000000} L 0 100000000 SHIDAM {Amount of damage a shield will absorb 1} N 0 32767 SCRDAM {Amount of damage a screen will absorb 2} N 0 32767 % chance the AMS (Anti-missile system) will destroy an incoming missile. SHOOTDWN {Percentage for AMS to destroy incoming missile 75} N 0 100 This number is the amount (in mega-units) of minerals a player must invest to build each nuke. MIN4NUKE {Minerals required to build 1 nuke 10} N 1 32767 Because a lot of characters are sent when displaying a terrain map in color it may overfill your buffer if you do not have the message buffers very large. This may result in only a partial map displayed. Set this to NO if you have that problem or increase your BBS buffer size. USECOLOR {Use ANSI color in maps? YES} B If you would like a "safe haven" or sanctuary that users start out in, set this to YES. No one will be able to attack or be attacked while in this province. If you have a neutral zone. New AFV's will enter the game in that province, otherwise they will start in a random province. HAVENZ {Have a neutral zone? YES} B This is the row indicator to place the neutral zone NZROW {Neutral zone. Province row 0} (HAVENZ=YES) N 0 9999 This is the column indicator to place the neutral zone NZCOL {Neutral zone. Province column 0} (HAVENZ=YES) N 0 9999 Weekly state of the nations report. Each night this file is produced to report on the status of the provinces after nightly cleanup. It will indicate provinces with have rebelled, starved, etc. It will also list those players whose status has moved them into the Superpower range. Users can view this file from the game main menu. WARRPT {INFCTNAT.TXT} S 20 State of the nation report filename. We've found that you generate the most interest with BBS games by running "tournaments". At the end of each Tourney, we suggest you append the winner in this list, immortalizing them in a sense. WINRPT {INFCTHRO.TXT} S 20 Hall of Heros filename. LEVEL6 {} These logon messages will appear randomly when any user first logs in. LOGON1 { ¸ ßÛðÛÛ>ÍÍÍÍÍì Design your Cybertank. àÜÜÜÜÜÜÜÜÜÜÜ_ Build your empire. Üßß . . . . ßßÜ Conquer the planet! \ o o o o o /ü Cybertank - Continental Conquest in the 21st century. } T Logon advertisement #1 LOGON2 { ¸ ßÛðÛÛ>ÍÍÍÍÍì Design your Cybertank. ÖooooÒÒÒÜÜÜÜÜÜÜÜÜÜÜ· Build your empire. ÛððððÛßßß . . . . ßßÛ Conquer the planet! \o o/ \ o o o o o / Cybertank - Continental Conquest in the 21st century. } T Logon advertisement #2 LOGONTP1 { ÉÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍ» ÍÍÍÍÍ͹ CyberTank Top 5 Players ÌÍÍÍÍÍÍÍ ÈÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍͼ } T Logon message top player header LOGONTP2 { %s } T Logon message top players LOGONTP3 {ÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍ } T Logon message top player footer MENUHEAD { ÖÄÄ· Ò Ò ÒÄ· ÒÄÄ· ÒÄÄ· ÖÄÒÄ· ÖÄÄ· ÖÄ· Ò Ò ÖÄ º ÓÄĶ ÇÄз ÇÄ ÇÄÒ½ º ÇÄĶ º º º ÇÄз ÓÄĽ ÓÄĽ ÐÄĽ ÐÄĽ Ð ÐÄ Ð Ð Ð Ð ÓĽ Ð Ð Global Domination in the 21st century Copyright 1992, InfiNetwork } T Entry from Main Menu LONGMENU { 1) Take Command 2) Introduction 3) Build Your CyberTank 4) State of the Nation 5) Top Players and Superpowers 6) Hall of Heros Enter your selection, X to EXIT, ? for Menu: } T Main Menu long SHRTMENU { Select 1-6, X to EXIT, or ? for Menu: } T Main Menu short INTRO { Global Domination in the 21st century The first completely automated Cybertank rolled off the assembly line in 2107. Equipped with the latest in pyschotronic circuitry, Exterminator quickly proved its worth being able to target, hunt, and destroy its target with little human guidance. After this, development was rapid. 3 years later came the first self-aware battletank. And by the time of the creation of the HAL 2000 synthoid brain, human strategic thinking was no longer required. Nor was it desired. Welcome to the battlefield of the future. Upon this battleground stand the mechanoids, robots without pain, without fear, without pity. Self-aware automatons, first created to protect and serve, whose intellect untempered by wisdom has given them one purpose - to destroy its creator. But it is also a world of hope. Awaiting you is a vast continental landscape, where terrain provides strategic passage for the wise, and surreptitious ambush for the crafty. A place where a wise ruler can build a great nation, even to become a superpower. Perhaps this ruler is you... } T Introduction to game PICKHEAD { Your forces await you.  AFV NAME PROV TYPE  --- ---- ---- ---- } T Pick AFV list header PICKLIST { %2d %-30s %2d-%2d %s } T Pick AFV list detail PICKFOOT { Choose your unit to command: } T Pick AFV list footer PICKWRNG { Choose one of the numbers listed under AFV. } T Pick AFV list invalid TOPHEAD { TOP PLAYERS Player Kills Score Nation/Alliance Name ------ ----- ----- -------------------- } T Top player header TOP1 {%-18s %6d %10.10s %s } T Top player TOP2 {%-18s %6d %10.10s %s (SuperPower) } T Top player superpower ENTRGAME {} T Playing Game confirmation ENTRGAM2 {Your AFV is displayed in the terrain MAP with the letter %c. %s awaits your command... } T Playing Game confirmation 2 VELOMAX { Maximum velocity for this vehicle is %d zones. } T Velocity maximum VELOSET {Velocity set to %d. } T Velocity set HEADSET {Now heading %s } T Heading set NOTTHERE {Can't move into %s } T Can't move to that terrain MAPERROR { Province not found. Inform the Sysop that the map size is incorrect. } T Province not found error ENTPROV {Entering Province %d - %d } T Province entry ENTPROVO { %s has entered this province! } T Province entry other BANKRNG {Weapon bank number must be between 1 and %d } T FIRE invalid bank number BANKEMTY {Weapon bank is empty! } T FIRE weapon bank is empty BANKRELO {We are still reloading, commander. } T FIRE reloading weapon BANKRECH {We are still recharging that bank. } T FIRE recharging weapon WPNREADY {*** %s in Bank %d is ready! } T reloading weapon msg 1 MISFIRE { Weapon misfire! } T FIRE Misfire NOAMMO { OUT OF AMMO!!! } T FIRE Out of ammo NOMORLIF { This energy weapon has reached its expected lifetime, The energy coils need to be replaced in a factory. } T FIRE End of weapon lifetime NOTARGET { You have not selected target for the targeting control computer. } T FIRE No target set NOTARG2 { Homing/Missile weapons need to be targeted to an AFV or Zone. } T FIRE No AFV target set FIRED1 { %s fired at %d degrees } T FIRE weapon fired in direction LAUNCH1 { %s Launch! } T FIRE Missle launched LAUNCH2 {*** %s launch by %s detected } T FIRE Missle launch detected LAUNCH3 { *** ALERT *** %s launch by %s detected!!! } T FIRE Nuclear Missle launch detected - notify to all MAPHEAD { Province %d - %d } T MAP header BOXTOP {ÚÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ¿ } T MAP/SRS/LRS box top BOXBOT {ÀÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÙ } T MAP/SRS/LRS box bottom NAMED1 { Let all know and fear %s! } T NAME AFV confirmation NAMED2 { By your command, this land shall be known to all as %s[37! } T NAME PROVINCE confirmation NAMED3 { Great is your nation, and great are its people. It shall be known throughout the land as %s! } T NAME NATION confirmation REPORT { State of the Nation report for %s Score......: %s Treasury...: %s Battles Won: %d Status.....: %s } T REPORT - Report nation status BANKACCT { Current Debt....: $%s Interest Rate...: %d%% Total Borrowed..: $%s Default Limit...: $%s } T BANK - Account BANKMXB { The maximum amount you can borrow at one time is $%s. } T BANK - amount greater than can borrow at once BANKTTB { Sorry, you've exceeded the amount you can borrow from the Global Bank! } T BANK - amount greater than can borrow at ever BANKBRWD { Thank you for choosing the Global Bank for your monetary needs. Your current debt with us is $%s. } T BANK - borrowed confirmation BANKPAID { $%s processed and received by the Global Bank. Thank you for you timely payment on your debt! Your current debt with us is now $%s. } T BANK - repayment confirmation BANKNOTE {You don't have that much cash on hand to pay us! } T BANK - repayment rebuff BANKUOWE { Sorry, but you are in default of your loan to the Global Bank. You won't be able to buy or sell until you have reduced your debt below $%s. Please pay promptly. We know where you live. } T BANK - in arrears rebuff SELFUST {*** SELF DESTRUCTION sequence initiated! } T SELF destruction start SELFOST {*** WARNING, SELF DESTRUCTION sequence has been detected in this area! } T SELF destruction start, warn others in area SELFTICK {*** WARNING! SELF DESTRUCTION in %d. } T SELF destruction tick tock SELFNOW {*** DANGER!! SELF DESTRUCTION IMMINENT! } T SELF destruction now SELFSTOP {*** Self destruction sequence aborted. } T SELF destruction stopped SCANECMU {We are unable to properly scan while our ECM is on... } T SCAN Can't scan if your ECM is on SCANECMO { %s is employing ECM to disrupt our scan! } T SCAN Can't scan if other guy's ECM is on SCAN { --------------------------------------- %-30s Commanded by %s with %d kills! Type: %-19s  Bearing: %d Size: %-19s Velocity: %d Armr: %-19s  Heading: %s Chas: %-19s Range: %d Damage: %d%% --------------------------------------- } T SCAN results SCANNED {*** We are being scanned by %s } T SCAN being scanned LRSHEAD { Long Range Scan } T LRS header SRSHEAD { Scanning range %d } T SRS header LRSLINE { Bearing: %2s Distance: %d } T LRS line item SIGHT { Bearing: %d Velocity: %d Heading: %s } T SIGHT results HELM { Heading: %s %s Velocity: %d %s Province: %2d,%2d Zone: %2d,%2d Cover: %s (%d%%) } T SENSE results SEND {*** Message from %s: %s } T SEND - Message send SENT {*** Message sent } T SEND - Message sent SENDX {*** Message from %s (Encrypted): %s } T SEND - Message send (encrypted) SENTX { Encrypted message sent } T SEND - Message sent (encrypted) ENCRCUR { Encryption key is currently set to %d } T ENCRYPT - Encryption current ENCRNEW { Encryption key set to %d } T ENCRYPT - Encryption new SILENT { Radio silence activated. } T SILENCE - Radio silence on DISPAFV { %-30s Registered to %s with %d kills Type: %s Size: %s Armor: %s Chassis: %s Computer: %s } T DISPLAY AFV DISPWPNH { Weapon Systems } T DISPLAY weapon DISPWPN { Bank %2d: %s } T DISPLAY weapon DISPDEFH { Defense Systems } T DISPLAY defense system header DISPDEF { %4s : %s } T DISPLAY defense system SYSNOTIN { You do not have that system installed on this unit! } T weapon/defense system not installed SYSDAMGD {System is currently undergoing repairs! } T weapon/defense system destroyed SYSDESTD {This system has been destroyed! } T weapon/defense system destroyed SYSON {Activating %s } T Weapon/defense system on verification SYSOFF {%s deactivated. } T Weapon/defense system off verification SYSCHARG {We are still recharging that system, commander! } T system being recharged CHASDAMG { %s damaged, we cannot move until repaired! } T chassis damaged FIREDAMG { %s damaged! } T fire control damaged ECMON {*** ECM disturbance in this area! } T ECM on verification, others ECMOFF {*** ECM jamming in this area have ceased. } T ECM off verification, others HOLOGONE {*** Our Holographic image has been disrupted! } T Hologram disrupted HOLOSPNT {*** The Holographic Projector is out of energy. Recharging... } T Hologram projector out of power, needs recharging. HOLORDY {*** Holographic Projector fully charged and ready! } T Hologram projector recharged. TARGIDIR {Enter a direction between +/- 180 degrees } T TARGET given invalid direction TARGSETD { Weapons directed to %d degrees } T TARGET direction set TRGINVZN { To target a Provincial Zone, your coordinates must be in the following ranges: Province Row: 0 to %d Province Column: 0 to %d Zone Row: 0 to %d Zone Column: 0 to %d } T TARGET given invalid zone TARGSETA { Weapons now locked on %s } T TARGET AFV set NOTHERE {Unit is nowhere to be found, commander. } T TARGET User AFV not found TARGECMU { We are unable to lock weapons while our ECM is on! } T TARGET Can't target if ECM is on TARGECMO { %s is employing ECM to disrupt our scan! } T TARGET Can't target if other guy's ECM is on TARGEOSR { Target is out of range of computer targeting system.. } T TARGET out of fire control scan range TARGFAIL { Failed to lock on to target. } T TARGET lock on failed (firecontrol accuracy) TARGEOWR { Target is out of weapon range. } T TARGET out of weapon range TARGNOTU { Unit refuses to target weapons at itself. } T TARGET out of weapon range HARMLOST { Missile unable to lock on to any ECM source! It flies aimlessly into the dirt.. } T HARM missile unable to lock on FCR1A { Current Target: %-4s Cover: %s Acquisition Enhancement: %d%% } T Fire control report - target AFV FCR1B {Current Target: %-s } T Fire control report - target Direction FCR1C {Current Target: Province Zone: %s } T Fire control report - target Zone FCR2A { Bank %2d: %-20s DAMAGED } T Fire control report FCR2B { Bank %2d: %-20s LOADING (%d) } T Fire control report FCR2C { Bank %2d: %-20s READY (%d) } T Fire control report FCR2D { Bank %2d: *DESTROYED* } T Fire control report DCRHEAD {Damage Control Report} T Damage Control report - header DCRHULL { Hull Integrity: %d%% } T Damage Control report DCRHEAD1 { Weapon Systems } T Damage Control report DCRHEAD2 { Defense Systems } T Damage Control report This message used for damage to firecontrol and chassis ------------------------------------------------------- DCROK {%-s: OK } T Damage Control report - generic OK DCRNOTOK {%-s : DAMAGED (%10s) ERT: %d } T Damage Control report - generic damaged These messages used for damage to weapon and defense systems ------------------------------------------------------- DCRDMGD { %15.15s : DAMAGED (%10s) ERT: %d } T Damage Control report DCRACTV { %15.15s : ACTIVE %s } T Damage Control report DCRREADY { %15.15s : READY %s } T Damage Control report DCRDES { %15.15s : *DESTROYED* } T Damage Control report DCRCHG { %15.15s : CHARGING } T Damage Control report DCRDONE {DAMAGE CONTROL REPORT: Repairs completed on %s } T Damage Control report repairs completed DCRMINOR {DAMAGE CONTROL REPORT: Minor internal damage sustained } T Damage Control report Minor damaged DCRDAMG {DAMAGE CONTROL REPORT: %s system damage reported! } T Damage Control report System damaged DCRDEST {DAMAGE CONTROL REPORT: %s system destroyed! } T Damage Control report System destroyed ADDNOPE { You need to be in a factory on a province you own before you can ADD/DROP/LOAD systems to your unit. See also the REPAIR command. } T ADD/DROP/LOAD not allowed now rebuff DROPPED { Weapon in bank %d removed. } T DROP verification NOTDROP { There is no weapon installed in bank %d to drop! } T DROP rebuff REPNOPE { It would probably be a good idea to stop your vehicle before you enter your factory for repairs. } T REPAIR not allowed now rebuff Can't jump into a factory during battle. REPNONO { You cannot hide. You must face the battle. } T REPAIR not allowed now rebuff REPBEGN { Welcome commander. Initiating repairs. } T REPAIRs begin verification REPLOADE { %s energy coils replaced and is fully functional. } T REPAIRs Energy weapon restored REPLOADA { %s ammo load finished. } T REPAIRS Ammo loaded verification LOADNOTN { This weapon bank is not nuclear ready. } T LOAD not a nuke rebuff LOADNONK { We do not have any nuclear stockpile. } T LOAD no nukes in this province LOADLOSS { Alas Commander, we are no longer a superpower. } T LOAD no nukes when not a superpower LOADNUKE { Nuclear Warhead armed and ready, Commander! } T LOAD nukes loaded ICR1 {Incoming Ordinance! } T ICR Situational awareness report - header ICR2 { %s at %d zones. ETA: %d } T ICR Situational awareness report - detail ICR3 { none } T ICR Situational awareness report - footer SHISOME {Shields have absorbed some of the damage. } T Shields SHIALL {Shields are absorbing ALL DAMAGE. } T Shields SCRSOME {Screens have absorbed some of the damage. } T Screens SCRALL {Screens are absorbing ALL DAMAGE. } T Screens HESIMUN {%s is ineffective against %s's armor } T He's immune YOURIMUN {*** %s's %s fire is ineffective against our armor! } T Your immune TOOMUCH {Too much ordinance around target. Target lost! } T homing missile lost TOOMUC2 {Too many guided missiles under lock. Missile lost! } T guided missile lost NOBAL4Z {You are currently targeting a provincial zone. You must use missile type weapons. } T Can't fire ballistic weapons into a zone HITHIM {*** Direct hit on %s for %d points of damage! } T you hit him HITYOU {*** %s has hit us with %s fire! } T you've been hit WHODUNIT { *** *** %s %s %s! *** } T who destroyed who WHODIED {*** %s has been DESTROYED!!! } T who was destroyed SALVAGE { %s adds %s points to our score. We've collected %s in cash worth of salvage. } T Salvage WASHIT { } T someone was hit MISSDHIM {Missed. } T you missed him MISSDYOU {*** %s misses with %s fire } T you've been missed MISLCLSR {*** Incoming %s now at %d zones! } T Missile getting closer to you MISLCLS {*** INCOMING %s APPROACHING THIS AREA!!! } T Missile getting closer to area MISLIMP1 {*** %s impact on %s. } T Missile impact verification MISLIMP2 {*** %s blast caused %d points of damage to %s } T Missile impact verification damage MISLIMP3 {*** %s impact from %s caused %d points of damage! } T Missile impact direct damage received MISLIMP4 {*** We've taken %d points collateral damage from a %s explosion! } T Missile impact collateral damage received NUKEIMP { *** ALERT! Nuclear strike detected in province %d-%d!! } T Nuclear Missile impact on map AMSHITIT {*** Incoming %s destroyed by our AMS } T AMS success AMSGOTIT {*** Our %s was shot down by enemy AMS fire } T AMS success, other guy AMSEMPTY {*** Anti-missile system ammo bins exhausted. System shut down. } T AMS ammon bins exhausted AMSCRITL {*** The Anti-missile system is becoming critically overheated! } T AMS overheating AMSOVHET {*** Anti-missile system overheated! System shut down. } T AMS overheated AMS2HOT {*** The Anti-missile system is too hot to activate at this time! } T AMS too hot GIVENOTU { But you already have the money, my Liege! } T GIVE - not to self GIVENONL { Commander %s is not available to receive our gift. } T GIVE - other player not playing GIVENTF { Commander %s cannot be found right now, my Liege. } T GIVE - other player not online AMBIGUS { Commander, we are not exactly sure who you mean. Could you be a bit more specific? } T GIVE - other player name not specific GIVEMINB { Oh benevolent one, your kindness knows no bounds, but we must have a minimum balance of $%s in our account before we can transfer cash to another. } T GIVE - Minimum balance required GIVENEN { Your generosity would overwhelm a Darfarian Peace-Merchant! But we just don't have that much cash to give! } T GIVE - Not enough money GAVE1 { My Liege! By your command, we have transferred %s in Cash to %s. } T GIVE - verify GAVE2 { My Liege! We have just received %s in Cash from Commander %s! } T GIVE - tell recipient ATKNOTU {We refuse to target our own troops, Commander Benedict Arnold. } T Attack - not own troops ATKNTHER {We must be in a zone with a Capital or Factory to do that. } T Attack - not on a factory/capital ATKNTNOW {Cannot fire while we are retreating! } T Attack - can't fire if not on a factory/capital ATKTRG1 { Weapons targeted on enemy forces. } T Attack - target set on enemy troops ATKTRG2 { Weapons targeted on enemy resources. } T Attack - target set on enemy resources Attack verification when defending troops are using the "fortified" defense. ATKFRT1 { No defensive forces appears to stand in our way! } T Attack - commence battle ATKFRT2 { Only a small, foolish band of troops stand arrayed against us! } T Attack - commence battle ATKFRT3 { Only a small, foolish band of troops stand arrayed against us! } T Attack - commence battle ATKFRT4 { Enemy troops commence firing from their fortified positions! } T Attack - commence battle ATKFRT5 { A large force of defensive troops stand fortified against us! } T Attack - commence battle ATKFRT6 { A heavy force of entrenched troops commence firing upon us! } T Attack - commence battle ATKFRT7 { A VAST ARRAY of almost impregnable forces stand against us! } T Attack - commence battle ATKFRT8 { An almost UNIMAGINABLE number of forces stand fortified against us! } T Attack - commence battle Attack verification when defending troops are using the "open field" defense. ATKFLD1 { No defensive forces appear to stand in our way! } T Attack - commence battle ATKFLD2 { A small, foolish band of troops charge across the open towards us! } T Attack - commence battle ATKFLD3 { A small, foolish band of troops charge across the open towards us! } T Attack - commence battle ATKFLD4 { Enemy troops pour forth across the open fields towards us! } T Attack - commence battle ATKFLD5 { A large force of defensive troops swarm around us! } T Attack - commence battle ATKFLD6 { A heavy force of defensive troops boil across the fields toward us! } T Attack - commence battle ATKFLD7 { A VAST ARRAY of defensive troops pour forth and close around us! } T Attack - commence battle ATKFLD8 { An UNIMAGINABLE assault force of troops pour forth and surround us! } T Attack - commence battle When ground troops using attack formation NORMAL ATKDMG1 {*** We've taken %d points in hull damage from ground forces! } T Attack - damage from troops When ground troops using attack formation STRATEGIC ATKDMG2 {*** We've taken %d points in system damage from ground forces! } T Attack - damage from troops ATKKILLD { %s troops destroyed! } T Attack - troops killed ATKRMIS { Missed. } T Attack - no resources destroyed ATKRKIL1 { %s destroyed! } T Attack - resources destroyed ATKRKIL2 { All %s in this province.. DESTROYED!! } T Attack - all resources destroyed ATKWON1 { VICTORY IS OURS!! The factory here has been reduced to rubble and ash. } T Attack - defeated factory - winner ATKLOST1 { *********************************** * My Liege, I regret to inform you, * though our men fought valiantly * they were unable to protect our * factory in province %d-%d. *********************************** } T Attack - defeated factory - loser ATKWON2 { VICTORY IS OURS!! The people of this land have been liberated! } T Attack - defeated capital ATKLOST2 { ****************************************** * My Liege, I deeply regret to inform you, * that our land, %s, * in province %d-%d has fallen into enemy hands. ****************************************** } T Attack - defeated factory - loser ATKHELP { *************************************** * Distress call from province %2d-%2d! * * We are under attack! * *************************************** } T Attack - call for help SURVEY1 { Province %d-%d, %s, under rule of %s Population... %-9s Troops..... %-9s (%s max) Growth Rate.. %3d%% Levy Rate.. %3d%% Tax Rate..... %3d%% Projected Cash Revenue: %-9s Nuclear Stockpile: %-3d Nuclear Production: %d%% Provincial Defense Orders ------------------------- Imperial Guard: %3d%% (%9s men) Attack Formation: %s Provincial Army: %3d%% (%9s men) Attack Mode: %s Populace Industry Resources --------------------- -------------- ----------------------------- Loyalty..... %-8s Farming... %2d%% Grain..... %-8s (%d mu) Education... %-8s Refining.. %2d%% Oil....... %-8s (%d mu) Aggression.. %-8s Mining.... %2d%% Minerals.. %-8s (%d mu) } T SURVEY command results - owner SURVEY2 { Province %d-%d, %s, under rule of %s Population: %s Troop concentration: %s Populace Industry Resources --------------------- ------------------ ------------------- Loyalty..... %-8s Farming.. %-8s Grain..... %-8s Education... %-8s Refining. %-8s Oil....... %-8s Aggression.. %-8s Mining... %-8s Minerals.. %-8s } T SURVEY command results - non-owner BUILDCAP { Capital established for the cost of %s. Long live the king! } T BUILD - Capital built BUILDFAC { Factory established for the cost of %s. } T BUILD - Factory built BUILDMAX { The resources in this area can only support a maximum of %d factories. } T BUILD - Factory maximum reached BUILNOTU { You don't own this province! You must BUILD a Capital, or conquer another existing Capital to assume ownership. } T BUILD - Can't build here BUILALR1 { You have already built something in this zone. } T BUILD - Built something already BUILALR2 { You already HAVE a Capital in this province! } T BUILD - Built capital already BLDNOTEN { You need %s in cash to build this here. } T BUILD - Not enough cash to build factory/capital. BLDNOTNZ { This is a neutral zone. You cannot build in this province. You must venture forth into unknown lands to build your empire! } T BUILD - Cannot build in neutral zone DISMCAP { CAPITAL removed! } T DISMANTLE - Capital dismantled DISMFAC { FACTORY removed! } T DISMANTLE - Factory dismantled DISMNOT { There isn't a FACTORY or CAPITAL located here. } T DISMANTLE - Factory dismantled INVPCT1 { The total percentage of all labor allocated to your industries (Farming, Refining, and Mining) cannot be greater than 100. Please choose another percentage or lower the labor allocations in your other industries. } T Invalid percentage when setting industry labor. SETDONE { Province parameters set. } T Province parameter update verification PVLHEAD {  Provinces under control of %s.  Location Population Troops Name  -------- ---------- ---------- ----------------------------- } T Province list header PVLDTL { %2d-%2d %-10s %-10s %-18s Nuclear Stockpile: %d } T Province list detail PVLNONE { < There are no provinces currently under our rule > } T Province list detail PVLFOOT { Total Population: %s Total Armed Forces: %s } T Province list footer STKORCUS { Welcome shopper! CYBERDINE, Inc. is the largest wholesale outfitter on the planet. We've a wide range of stock AFV models on display, as well as our own specification and design plants for those who wish to build their own unit from the ground up. 1) Stock Showroom 2) Custom Built } T Store stock or custom CUSTPMT { You have %s left to spend. Please enter your selection: } T Store prompt INVNUM { Please enter a number from 1 to %d. } T Store Invalid numeric entered NOTENUF { You don't have enough cash to buy that. Perhaps you should consider stopping by the Global Bank. } T Store Not enough cash for purchase BANKSFUL { There are no more available weapons banks. } T Store banks full BANKINST { %s installed in bank #%d. } T Store bank installed BANKSARE { Your Weapons banks are: } T Store banks are DEFNONE { No systems installed } T Store no defense systems DEFALRDY { You've already installed that system. } T Store no defense systems CUSTBLD { To get details on the advantages of each weapon system, defense module, armor type, targeting computer, etc., you will need to reference the Players Manual in the Forums. } T Store custom built selected HULL { Weapon Weight Cargo Hull size Banks limit Capacity Price --------- ----- ------ -------- ----- 1) Light 2 4 0 10,000 2) Light medium (stealth) 2 5 0 15,000 3) Heavy medium 3 10 0 25,000 4) Heavy 4 10 0 50,000 5) Very heavy 5 10 0 100,000 6) Super heavy 5 10 0 150,000 } T Store hull size HULL2 { Type "?" for detailed information on hulls. } T Store hull size footer ARMOR { ARMOR ----- Price 1) standard 0 2) biphase carbide 10,000 3) advanced armor sloping 15,000 4) reactive 55,000 5) reflec 75,000 6) ferro-fibrous 55,000 7) endo-steel 95,000 } T Store armor ARMOR2 { Type "?" for detailed armor descriptions. } T Store armor footer CHASSIS { CHASSIS ------- Price 1) Wheels 5,000 2) Tracks 10,000 3) Legs 25,000 4) Air Cushion 75,000 5) Anti-Gravity 1,000,000 } T Store chassis CHASSIS2 { Type "?" for detailed chassis descriptions. } T Store chassis footer CHASREQ { A minimum suspension system of %s is required for a hull size of %s. } T Store minimum chassis required WPNLIST { WEAPON SYSTEMS -------------- Price Price 1) LB Autocannon 5,000 11) Streak LRM (x200) 10,000 2) LB-X Autocannon 15,000 12) FASCAM LRM (x100) 15,000 3) Gauss Rifle 25,000 13) Inferno LRM (x200) 95,000 4) Laser 10,000 14) LRM (HARM) (x300) 10,000 5) Gatling Laser 25,000 15) Streak LRM (HARM) (x200) 20,000 6) Pulse Laser 55,000 16) Nuclear Warhead Silo 1,000,000 7) Fusion Gun 75,000 8) Mauler 95,000 Note: Nuclear weapons cannot be 9) LRM (x300) 5,000 bought, you must BUILD them. 10) Swarm LRM (x500) 10,000 } T Store weapon system WPNLIST2 { Select your weapon system(s). "?" for details, "D" when you are done. } T Store weapon system footer DEFSYS { DEFENSE SYSTEMS --------------- Price 1) SHI: Shield 10,000 2) SCR: Defense Screen 50,000 3) AMS: Anti-missile system 75,000 4) ECM: Electronic Counter Measures 45,000 5) HOLO: Hologram Generator 95,000 } T Store defense system DEFSYS2 { Select your defense system(s). "V" to view current, "D" when done. } T Store defense system footer FIRECNTL { FIRE CONTROL COMPUTER --------------------- Price 1) Mark I 0 2) Mark II 15,000 3) Mark III 30,000 4) Artemis V 100,000 5) HAL 2000 1,000,000 } T Store fire control FIRECNT2 { Type "?" for detailed computer descriptions. } T Store fire control footer AFVNAME { You smile proudly as your unit rolls off the assembly line, and christen it... } T Store name for AFV AFVSTOCK { Our stock models offer a wide variety to the discerning shopper. FLOOR MODELS ------------ Price 1) Explorer 0 2) Stealth Cruiser 150,000 3) Transport 185,000 4) Heavy Transport 350,000 5) Dueler 310,000 (Sale!) 6) Omni-Mech 455,000 7) Cybertank 790,000 8) Ogre 1,850,000 For specifics on any of our models simply type HELP . } T Store AFV stock list AFVSTK01 { EXPLORER -------- Hull: Light medium Defenses: Shield Chassis: Legs Electronic Counter Measures Armor: Biphase carbide Control: Mark I Weapon Systems: Laser } T Store description for AFV stock model 1 AFVSTK02 { STEALTH CRUISER ------- ------- Hull: Light Defenses: Shield Chassis: Air-cushion Electronic Counter Measures Armor: Standard Control: Mark I Weapon Systems: LB-Autocannon } T Store description for AFV stock model 2 AFVSTK03 { TRANSPORT --------- Hull: Very heavy Defenses: Shield Chassis: Wheels Electronic Counter Measures Armor: AA sloping Control: Mark I Weapon Systems: Autocannon } T Store description for AFV stock model 3 AFVSTK04 { HEAVY TRANSPORT ----- --------- Hull: Super heavy Defenses: Shield Chassis: Tracks Electronic Counter Measures Armor: AA sloping Anti-Missile system Control: Mark II Weapon Systems: Autocannon Gatling laser } T Store description for AFV stock model 4 AFVSTK05 { DUELER ------ Hull: Light medium Defenses: Screens Chassis: Air cushion Electronic Counter Measures Armor: AA sloping Anti-Missile system Control: Mark III Weapon Systems: Gauss rifle Gatling laser Streak LRM } T Store description for AFV stock model 5 AFVSTK06 { OMNI-MECH --------- The largest walking unit, the Omni-Mech looms over the battle field like an iron titan. Hull: Heavy Defenses: Screens Chassis: Legs Electronic Counter Measures Armor: Reactive Anti-Missile system Control: Mark III Weapon Systems: Gauss rifle LB-X Autocannon Swarm LRM Laser LRM Streak LRM (HARM) } T Store description for AFV stock model 6 AFVSTK07 { CYBERTANK --------- Hull: Very heavy Defenses: Screens Chassis: Tracks Electronic Counter Measures Armor: Ferro-fibrous Anti-Missile system Control: Artemis V Weapon Systems: Gauss rifle Pulse laser Swarm LRM Fusion gun Gatling laser Inferno LRM } T Store description for AFV stock model 7 AFVSTK08 { The ULTIMATE DEVELOPMENT is the OGRE. 50 meters wide with Endo-Steel plating 3 meters thick makes them nearly unstoppable. Only one name seems appropriate for such a beast, a name drawn from the primordial depth of dark myth... OGRE! Hull: SuperHeavy Defenses: Screens Chassis: Tracks Electronic Counter Measures Armor: Endo-Steel Anti-Missile system Control: HAL 2000 Weapon Systems: Gauss rifle Fusion gun Swarm LRM LRM (HARM) Pulse laser Mauler Streak LRM Inferno LRM } T Store description for AFV stock model 8 AFVSTK09 { desc for stock item #9 } T Store description for AFV stock model 9 AFVSTK10 { desc for stock item #10 } T Store description for AFV stock model 10 AFVSTK11 { desc for stock item #11 } T Store description for AFV stock model 11 THANKYOU { Thank you for shopping CYBERDINE! } T Store thank you GETALIFE { Sorry, only "Live" users can step into the battlefield of the future. See the Information Center to see how you can become a live user! } T Misc - Non-live rebuff NOTREG { We hope you have enjoyed the demo version of Cybertank. If you think this module would make an excellent addition to your BBS ask your sysop to contact Jabberwocky to register it. Jabberwocky 5119 Edmonson Ave. (410) 945-4845 voice Baltimore, MD. 21229 (301) 498-6183 BBS ¸ ßÛðÛÛ>ÍÍÍÍÍì Design your cybertank. ÖooooÒÒÒÜÜÜÜÜÜÜÜÜÜÜ· Build your empire. ÛððððÛßßß . . . . ßßÛ Conquer the planet. \o o/ \ o o o o o / Cybertank - Continental Conquest in the 21st century. } T Misc - Non-registered rebuff GETASHIP { You haven't created an Armored Fighting vehicle yet. Choose option 3.  } T Misc - Must create an AFV first NEEDCRED { You must have credits to do that! } T Misc - Requires credits rebuff SYSONLY { Ah-ah, sysop only! } T Misc - Requires sysop flag rebuff GAMEEXIT { Exiting CyberTank... } T Misc - Returning to main menu CANTX { You must finish this battle to the end... } T Misc - Can't exit game now rebuff INFCTHUP {*** %s just vanished!! } T Misc - Lost carrier UMAXAFV { Sorry, you have reached the maximum of %d AFV's } T Misc - maximum AFVs allowed rebuff YOUINNZ { You are in Sanctuary, the only safe haven from the mechanoid terror. Our Code of Honor forbids violence here. } T Misc - No combat while in the Neutral zone HESINNZ { That one has reached Sanctuary. Our Code of Honor forbids violence to people there. } T Misc - No combat to someone in the Neutral zone NOTINFAC { Whoa! Commander, we'd be blown to bits if we did that in here. Wait until we're out of the factory first. } T Misc - Command not allowed in a factory rebuff WHO1 { %s of %s } T Misc - Who is actively playing game. FORHELP {Type ? for HELP } T For help HELPCMDS { CYBERTANK COMMANDS Navigation Communication Informational 1) N,S,E,W... 4) SEND 7) SCAN 10) MAP 13) ICR 2) VELOCITY 5) ENCRYPT 8) SIGHT 11) SRS 14) DCR 3) HELM 6) SILENCE 9) DISPLAY 12) LRS Offensive Defensive 16) TARGET 18) LOAD 20) SHIELD 23) AMS 26) HOLO 17) FIRE 19) FCR 21) SCREEN 24) ECM Miscellaneous Province Administration 27) HELP 31) RPT 35) SURVEY 39) REPAIR 28) NAME 32) TOP 36) SET 40) LIST 29) GIVE 33) WHO 37) BUILD 41) ADD 30) SELF 34) BANK 38) REMOVE 42) DROP Further information is available under the TOPICS menu. Type HELP TOPICS For help on a specific command, type HELP } T Help Commands HELPTOPS { TOPICS General Topics 50) GENERAL 53) STRATEGY 56) NUCLEAR 51) MOVEMENT 54) SCORE 57) QUICKSTART 52) TERRAIN 55) SUPERPOWERS 58) What's NEW Provinces 59) PROVINCES 61) INDUSTRY 63) TROOPS 60) RESOURCE 62) POPULATION AFV Systems 64) ARMOR 66) DEFENSES 68) FIRECONTROLS 65) CHASSIS 67) WEAPONS For help on a specific topic, type HELP } T Help Topics HELPGEN { ¸ ßÛðÛÛ>ÍÍÍÍÍì Design your cybertank. ÖooooÒÒÒÜÜÜÜÜÜÜÜÜÜÜ· Build your empire. ÛððððÛßßß . . . . ßßÛ Conquer the planet. \o o/ \ o o o o o / Tactical combat in the 21st century. The tank-type vehicle considered obsolete by the end of the 20th century, rules the battlefields of the 21st. * A wide selection of Weapons and defense systems lets you create your own one-of-a-kind Armored Fighting Vehicle. * Here terrain plays an important factor as to what areas you can move through as well as the cover it offers from enemy fire. * In the hands of superpowers, Strategic Nuclear weapons permanently alter the landscape - reducing hundreds of miles of mountain, water, and forest to ashen radioactive desert. * Not just a combat game. Rising to the ranks of Superpower is largely based on your ability as a Ruler. Controlling provinces, building Capitals and factories, allocating labor and resources - virtually all the tools of statecraft are at your disposal. All commands can be abbreviated to their first 3 letters. } T Help General HELPSTRA { SOME TIPS: * The concept of terrain and movement costs plays an important factor where you place your Capital. A wise ruler would build in an area that would make it more difficult to reach you. Such as a mountain surrounded by water. * Terrain also establishes strategic passes and routes. If there's only 1 passage through a group of mountains, might be wise to lay a few mines there. Or you could block it entirely by placing your Capital right smack in the middle. } T Help for strategy HELPMOVE { N You move your unit with the standard N,S,E,W direction NW | NE system. Keep in mind that terrain plays a key role in \ | / this game. What terrains you can move through depend W -- -- E on the chassis type of your vehicle. For example, / | \ a tracked vehicle cannot move through water, but one SW | SE with an air cushion suspension can (a hovercraft). S Set your cybertank's speed with the VELOCITY command (VEL for short). To stop, simply set your velocity to 0. Moving into a terrain you cannot travel through will stop you as well. } T Help for topic Movement HELPTERR { Terrain plays a key role in this game. TYPE TERRAIN COVER The terrain you can move through will * forest -10%% depend on the chassis of your vehicle. grasslands For example, a tracked vehicle cannot . desert +10%% move through water, but one with an " swamps air cushion suspension can. - brokenlands ^ mountains -05%% ~~~~ water -20%% Terrain also provides cover from enemy fire, giving you a lesser (or greater if you happen to be completely out in the open) chance of being hit. You can see what cover bonus you may have with the HELM command. You can see the cover bonus your target may have with the FCR command. Certain vehicles which skim above the ground (hovercraft, et al.) are not affected by terrain and consequently receive no bonus or penalty for it. Terrain establishes strategic passes and routes. If there's only 1 passage through a group of mountains, you know which way a majority of players are going to go. Plan accordingly. } T Help for topic Terrain HELPSCOR { Your score is based on your ability as a Ruler and skill as a General. That is, it's a combination on how well you manage your provinces and how well you do in combat. When you defeat another player or mechanoid in battle, you receive score points commensurate with your opponent's skill level and type of AFV he was using. When the system goes down each night your rulership score is recomputed based on the population in provinces under your control - providing they don't revolt against you. This is adjusted against the contentment of the masses (the "happiness" factor). Being a tyrannical ruler over a vast empire where loyalty is low won't improve your score much. Players become Superpowers when they have exceeded a certain size of population or provinces under their control. } T Help for topic Score HELPSUPR { It is control of the Provinces that is key to winning this game. They provide you resources to build weapons and factories, people to generate revenue from taxes, and troops to defend against enemy attack. To reach the status of a superpower, you'll need to know how to effectively manage provinces. Players become Superpowers when they develop an empire population greater than %s. Once a superpower, you'll be displayed as such in the Top Players roster. As a superpower you'll be to able to harness the power of nuclear weapons. } T Help for topic Superpowers HELPNUKE { Strategic Nuclear weapons are by far the most powerful weapon in the AFV arsenal. Not only will they deliver tremendous damage when used against an opposing AFV, they will permanently alter the landscape - reducing hundreds of miles of mountain, water, and forest to desert. You must first purchase the Nuclear Silo for your AFV. This will be an empty housing unit that you will later populate with the LOAD command. Then you must build your actual nuclear warhead from the minerals in the provinces you control. The amount of resources you dedicate to MINING control this production rate. Strikes against terrain (TARGET ZONE) forever alter that landscape. With enough of them you could reduce a healthy province to ashen radioactive desert. Even limited use is risky, each nuclear strike has a %% chance of permanently reducing the amount of naturally occurring resources. Only superpowers can harness the power of nuclear arms. If superpower status is lost, so is this ability (until it is regained). } T Help for topic Nuclear HELPQUIK {Type "MAP" to see your surroundings. The symbols you see represent various terrain types. Letters (A-Z,a-z) represent the position of yourself as well as the other players in the game. You move your AFV using standard (North,South,East,West) commands (you can shorten these to just N, S, E, W, NE, NW, SE, and SW), but you'll first need to give it some gas with the "VEL" command. Try these other commands: DISPLAY - Displays the current configuration of your AFV. SCAN  - Displays detailed information of another AFV. The is the same as appears in the MAP. SURVEY - Displays information of the "province" you're in. HELM - Navigation information. SRS - Short range scan. To attack another AFV you simply TARGET them and FIRE. For example, if the MAP displayed another person as the letter "B" you can aim your weapons on him by typing "TARGET B". Each weapon on your AFV is identified by number, so to fire weapon 7 you would type "FIRE 7". Also ask the other players currently in the game questions by using the radio on your AFV - the SEND command. To send a message out for all players to hear, type: SEND Hello out there! . } T Help for topic Quickstart HELPNEW { * NUKES ..You can use them to change the face of the map forever. * BANK ..Now you can borrow from the Global Bank. But watch out ..if you go into arrears with this crew! } T Help for topic What's new HELPPROV {A PROVINCE is made up of people, industries and resources. PEOPLE.. The more under your control, the more money you can make through taxes. Take care, though; the greedy ruler sows seeds of rebellion with a great tax burden. RESOURCES.. Each province has its own unique set of natural resources. GRAIN - used to feed your people and troops OIL - used to maintain your troops MINERALS - used to develop nuclear technology (making The Bomb) The abundance of each resource is different for each province. INDUSTRIES.. Each province has 3 industries to exploit its resources. FARMING - creates grain REFINING - creates oil MINING - creates minerals For more help see: HELP INDUSTRY or HELP RESOURCES } T Help for topic Provinces HELPINDU {Each province has 3 industries and you control the %% of your people assigned to work in each industry. Each industry will convert a certain naturally occurring resource found in your province to a usable commodity. The amount produced (in MUs) is determined by the labor devoted to it and the amount that naturally occurs in the area. It would take a tremendous amount of labor to produce much minerals in an area where its resource was just ADEQUATE. But finding a SUPERIOR resource of minerals is a treasure indeed to a nuclear hungry superpower. The industries are: FARMING - produces GRAIN. 1 MU (mega-unit) of grain is consumed by every 1 million inhabitants of the province. If there is not enough food, people starve, lowering loyalty and increasing the chance for rebellion. REFINING - produces OIL. Used throughout the province for basic industry, and troop maintenance. Every 1 million in troops consume 1 mu of Oil. MINING - produces MINERALS. Minerals are solely used to build Nuclear weapons. If you have a weapons factory established, then each night all the minerals you have produced that day are spent on development. } T Help for topic Industries HELPRESO { Each province has its own unique set of naturally occurring resources. GRAIN - used to feed your people and troops. OIL - used to maintain your troops. MINERALS - used to develop high-tech weapons (nukes). The abundance of each type is indicated in the SURVEY command. To produce useful commodities out of resources you must allocate labor to the industry specific to that resource. For example, to produce food from GRAIN, you must assign labor to the FARMING industry. The %% you assign each industry determines how many units will be produced each night. Resources which are scarce in a province will require a greater %% of labor to produce the same amount. } T Help for topic Resources HELPPEOP { The ebb and flow of the masses is also accounted for. Loyalty to the throne affects industry production, troop effectiveness, and the chance for open rebellion. Taxes always affect loyalty, the lower the better. A tax-happy rich monarch ruler may find find his entire province has rebelled against him. Aggression indicates the general nature of the people. A highly aggressive and loyal force is a powerful defensive army. However, should loyalty drop on an aggressive bunch, be prepared for the consequences. The more troops you have the more aggressive your people become. They also become more aggressive when grain is low. Education allows you to produce at lower cost. } T Help for topic People HELPTROP {Troops, consisting of heavy infantry armed with the latest combat weaponry, defend your province, Capital, and factories from attack. Should troops lose a battle defending a factory, the factory is destroyed. Should they lose an attack upon your Capital, the entire province (and all its holdings) become the property of the attacker. The battle will not be troops versus troops, but an attacking player's SINGLE AFV against the host of defending provincial troops. It's an even match. Use the SET command to control how your troops should respond to attacks by an AFV. FORMATION: "Fortified" formation allows you to take advantage of hardened bunkers. You will do more damage, but lose mobility (attacks). "Open Field" battle provides mobility (more attacks) but less damage. ATTACK MODE: "Normal" attacks simply pound the AFV with devastating fire power. "Strategic" mode concentrates firepower on sensitive areas on the AFV. Much less damage but 3 times chance for internal damage. GUARD: You assign a %% of your troops as "Imperial Guard" the rest become Provincial army. The Provincial army are the only ones which defend your factories. The Imperial Guard remains in reserve and only responds (along with the provincial army) to attacks on your Capital. } T Help for topic Troops HELPSET {Use the SET command to allocate labor to Industries, control population, dictate tax and troop levies, and issue provincial defense orders. Labor Allocation Commands. Assign production to each industry. SET FARM <%%> - assigns this percentage of population to farming. SET REF <%%> - assigns this percentage of population to refining. SET MINE <%%> - assigns this percentage of population to mining. Province Operation Commands. Sets the province parameters. SET POP <%%> - sets population growth to this percentage. SET TAX <%%> - sets tax rate. SET LEVY <%%> - sets troop conscription rate (%% of people drafted). SET TROOPMAX - ceiling on amt of troops in this province. (NOTE: You won't produce troops while this is 0) Province Defense Commands. (See also HELP TROOPS) SET FORMATION - 1=FORTIFIED, 2=OPEN FIELD. SET ATTACK - 1=NORMAL, 2=STRATEGIC. SET GUARD <%%> - Assign percentage of total troops to Imperial Guard the remaining troops are put in provincial armies. See also RESOURCE, INDUSTRY and TROOPS. } T Help for SET command HELPSEND { The format for the SEND command is : SEND to send a broadcast message SEND X to send an encrypted message For help on message encryption type HELP ENCRYPT } T Help for SEND command HELPENCR { The format for the ENCRYPT command is : ENCRYPT Where is between 0 and 36500. This will encode messages you SEND For help on sending messages type HELP SEND } T Help for ENCRYPT command HELPSILE { The format for the Radio SILENCE command is : SILENCE You will no longer receive any broadcast messages. You will, however; still be able to receive encrypted messages sent on your encryption key. } T Help for SILENCE command HELPGIVE { The format of the GIVE command is GIVE Give allows you to transfer MW cash to another player. Quite useful to pay for confidential information, funds between allies, wagers, ransoms, bounties, and even highway robbery. The other player must currently be on-line and playing to receive your Gift. } T Help for GIVE command HELPBANK { The format of the BANK command is: BANK ACCOUNT - Your current debt and interest rate BANK BORROW - To borrow money from the Global Bank BANK REPAY - To pay off your debt If you run low on cash you can always borrow from the Global Bank. Their interest rate can be high. You can see the current rate with the BANK ACCOUNT command. It is calculated nightly and the finance charges are applied directly to the unpaid balance. If your debt gets high enough, you will be considered to be "defaulted" on your loan. You will not be able to buy or sell until you make payments that reduce his debt below the default limit. NOTE: Even though you are in arrears, interest is still accruing on your unpaid balance! Just like the Real World. The GLOBAL BANK can be quite ruthless in its efforts to extort.. umm.. "collect" on your loans. } T Help for BANK command HELPVELO { The format for the VELOCITY command is : VELOCITY Where  is between 0 and the maximum velocity your vehicle travels. } T Help for VELOCITY command HELPJUMP { The format for the JUMP command is : JUMP SYSOP only command! } T Help for SYSOP JUMP command JUMPED {Jumped! } T SYSOP JUMP command HELPTARG {The format for the TARGET command is: TARGET  to target weapons at a particular person (this is case sensitive, so "a" is NOT "A") TARGET  to target weapons in a particular direction TARGET TROOPS to attack a factory or Capital. TARGET RESOURCES to begin a "scorched earth" attack. TARGET ZONE to target a particular zone in a province. Once you have successfully targeted another AFV or direction, your fire control computer will direct all your weapon banks to them. In navigation, directions and bearing to other players are given in polar coordinates - measuring from absolute North. The sign of the angle will indicate a bearing to the east or west from the north-south line. A player directly north 0 of you would have a | N bearing of 0. If he was -90 --+-- 90 W + E to the east: 90, | S the west: -90. 180 } T Help for TARGET command HELPTRG2 {The format for the TARGET ZONE command is: TARGET ZONE Where  and  are the coordinates of the province you are targeting.  and  are the coordinates of the zone within the province you are targeting. When the missile lands, anyone in that zone or the blast area will be hit. If it is a nuclear weapon, terrain will be permanently destroyed. Targeting a zone is primarily for nuclear strikes in that area. However, it CAN be used as clever weapon against other AFVs! } T Help for TARGET command - ZONE HELPSIGH { The format for the SIGHT command is: SIGHT Sighting gives you a passive scan of a potential contact. It will NOT alert the other person of your scan. A passive sensor (like SIGHT) is one that detects energy. It will give direction, but not distance. An active sensor (like SCAN) radiates energy, which is then reflected back to the sensor. Active sensors give direction and range, but at a price. Since the sensor is giving off energy, it will be detected. } T Help for SIGHT command HELPSCAN { The format for the SCAN command is: SCAN Where  is the letter of an opponent (as appears in the MAP or SRS displays). Remember the letter is case sensitive, so you'll need to differentiate between upper and lower case. Scanning gives you complete details of a potential contact. It WILL alert the other person of your scan. A passive sensor (like SIGHT) is one that detects energy, it will give direction, but not distance. An active sensor (like SCAN) radiates energy, which is then reflected back to the sensor. Active sensors give direction and range, but at a price. Since the sensor is giving off energy, it will be detected. } T Help for SCAN command HELPSHI { To activate your shields type: SHI To activate defense screens type: SCR The difference between SHIELDS and SCREENS is that shields will NOT allow you to fire through them. Screens will. } T Help for SHI/SCR command HELPSRS { The format for the SHORT RANGE SCAN command is: SRS Display position of other AFV's in the area. Terrain is not shown. SRS will default to a magnification of 1 (your current province). You may also specify a magnification range from 1 to 10. } T Help for SRS command HELPLRS { The format for the LONG RANGE SCAN command is: LRS Provides general direction and distance to all units on the world. } T Help for LRS command HELPMAP { The format for the TERRAIN MAP command is: MAP This will display the terrain of the province you are in. Terrain plays an important factor as to what areas you can move through as well as the cover it offers from enemy fire. Another player's armored fighting vehicle (AFV) will be indicated by letters (A-Z). Capitol cities are represented by an @. Weapons factories (for repairing vehicles or building nukes) are displayed as #. For details on the various terrain types that appear in the map type HELP TERRAIN. } T Help for MAP command HELPDISP { The format for the DISPLAY command is: DISPLAY Description of your Armored Fighting Vehicle. } T Help for DISPLAY command HELPICR { The format for the INCOMING ORDINANCE CONTROL REPORT command is: ICR Your fire control computer keeps track of all incoming missiles. } T Help for ICR command HELPLOAD { To LOAD a nuclear warhead into its silo on your AFV, type: LOAD NUKE where  is an installed weapon bank (nuclear ready). You must be on a factory you own in order to do this. This will load 1 nuclear warhead from your provincial supply into that bank. Remember, you must first build your nuclear weapons in factories before you can load them. } T Help for LOAD command HELPFCR { The format for the FIRE CONTROL REPORT is: FCR FCR tells you where or who your Fire Control Computer is directing your weapons too. It will also indicate if that target is behind any cover and the percentage of fire error expected as a result of that cover. The current weapon status and ammo/lifetime of each bank is also displayed. } T Help for FCR command HELPDCR { The format for the DAMAGE/DEFENSE CONTROL REPORT is: DCR DCR reports the Damage and Defense status of your AFV. Hull integrity is the amount of damage you can take before being destroyed. Each defense system and its current status is listed. } T Help for DCR command HELPAMS { The ANTI-MISSILE SYSTEM is a rapid fire, point-defense machine gun capable if tracking, engaging, and destroying incoming missiles. While very effective, the system's primary drawback is its high ammunition consumption. Because the system works by flooding the area with flechette munition, creating a virtual wall of defense, it consumes ammunition at an extraordinary rate. To activate it type "AMS", turn it off by typing AMS again. * Keep in mind that it will consume ammunition EACH second it is on. * Due to its tremendous rate of fire, the AMS will overheat if it's kept active for very long. It's a good idea to let it cool down when you are not using it. You can track the status of your AMS with DCR. } T Help for AMS command HELPECM { ELECTRONIC COUNTER MEASURES The ECM suite is a broad-spectrum jamming and electronic countermeasure device designed to reduce the effectiveness of enemy scanning and surveillance equipment. To activate it type "ECM", turn it off by typing ECM again. ECM nullifies scanning (even your own) and weapons targeting by flooding the area with intense radar, overpowering return signal. EXCEPTION: Missiles with HARM (high speed anti-radar) guidance do not require targeting; they home in on the energy given off by the ECM signal. These missiles do not recognize friend or foe, the simply lock on the first available ECM source. } T Help for ECM command HELPHOLO { The HOLOGRAPHIC GENERATOR is designed to reduce the effectiveness of enemy surveillance equipment by projecting an image of your AFV at a different location. Anyone attempting passive scanning (SIGHT) will see the hologram. Active scanning (SCAN), however, will disrupt the image. In addition, use of your ECM will also disrupt your OWN hologram (but not others). To activate it type "HOLO", turn it off by typing HOLO again. Due to power consumption, the image will only last so long until the HOLOGRAPHIC PROJECTOR needs to recharge. A holographic image is a great way to prevent someone from sneaking up on you. } T Help for HOLO command HELPHELM { The format for the HELM command is: HELM HELM reports your current navigation information as well as any defensive cover bonus you might receive for the terrain you are in. } T Help for HELM command HELPSURV { The format for the SURVEY command is: SURVEY This will give you details about the current province you are in. Economic conditions, resources, and contentment of the masses. If it is YOUR province, it will also list industrial settings and population. } T Help for SURV command HELPTOP { The format for the TOP command is: TOP Displays TOP PLAYERS and Superpowers. } T Help for TOP command HELPHELP { To get help on a topic type HELP . To get a list of available help topics type HELP by itself. Help can be shortened to "?". } T Help for HELP command HELPNAME { The format for the NAME command is: NAME AFV NAME PROVINCE NAME NATION Where  can be any text string up to 30 characters long. AFV will assign the given name to your current Armored Fighting Vehicle. PROVINCE assigns a name to an individual province you own. NATION will let you assign yourself a national name. You can also use this as an alliance name to indicate members of a team. } T Help for NAME command HELPSELF { The format for the SELF DESTRUCTION command is: SELF START - Initiate self destruction sequence. SELF STOP - Abort self destruction sequence. Anyone in the immediate area when your vehicle goes will receive damage. The larger your vehicle, the larger the blast area and damage. } T Help for SELF destruction command HELPWHO { To see WHO is currently in the game, type: WHO Anyone currently playing will be listed. } T Help for WHO command HELPREPA { The format for the REPAIR command is: REPAIR Execute this command while you are in a zone with a factory or Capital you own. It will instruct your people to begin work on your AFV, repairing hull damage, loading weapons, and stocking ammo. Factory repairs are much faster than field repairs normally handled by your AFV crew. The factory is the only place you can repair Hull damage. While you are in your factory getting repairs, you won't be able to fire weapons or use your defense systems (after all they're being worked on). However, you will be able to add new weapons and defenses, replace your chassis, upgrade your hull type, etc. See the LIST and ADD commands for details on how to upgrade your AFV. } T Help for REPAIR command HELPLIST { The format for the LIST command is: LIST W - to list the various Weapon systems available. LIST D - to list the various Defense systems available. LIST H - to list the various Hulls available. LIST A - to list the various Armor types available. LIST C - to list the various Chassis available. LIST F - to list the various Fire control systems available. When you are repairing your vehicle in a factory, you may also upgrade the various systems on your unit. Use the LIST command to see what's available and then the ADD command (see HELP ADD) to instruct your factory workers to install/upgrade that system. } T Help for LIST command HELPADD { The format for the ADD command is: ADD W <#> - add Weapon system number to your unit. ADD D <#> - add Defense system number to your unit. ADD H <#> - replace Hull on your unit. ADD A <#> - replace Armor on your unit. ADD C <#> - replace Chassis on your unit. ADD F <#> - replace Fire Control on your unit. Where <#> is the number that appears by the items in the LIST command. When you are repairing your vehicle in a factory, you may also upgrade the various systems on your unit. Use the LIST command to see what's available and then the ADD command to instruct your factory workers to install/upgrade that system. The ADD command is only available when you are REPAIRing in a factory. } T Help for ADD command HELPDROP { The format for the DROP command is: DROP Use the DROP command along with the LIST and ADD commands to upgrade weapons systems on your vehicle. If you have a weapon installed in the given bank number, it will be removed. This frees up the weapon bank in which you can ADD another weapon. The DROP command is only available when you are REPAIRing in a factory. } T Help for DROP command HELPRPT { The format for the REPORT command is: RPT NATION - status of your nation RPT PROVINCE - lists provinces still under your control The NATION parameter tells the status of your nation, its treasury, your score, and other items about your nation. You generate cash by defeating other units in combat and through taxes in the provinces you control. You increase your score the same way. Status will indicate when your nation has become a SuperPower. Use the PROVINCE parameter to list the provinces that you control. } T Help for REPORT command HELPBUIL { The format for the BUILD command is: BUILD CAPITAL BUILD FACTORY You control a province by establishing a CAPITAL in it, providing someone else has not already built a CAPITAL in it. Factories product goods as well as provide a place for you to get repairs. To remove it, use REMOVE. See the REMOVE command. } T Help for BUILD command HELPREMV { The format for the REMOVE command is: REMOVE This dismantles a FACTORY or CAPITAL in a province that you control. You must be in the same zone that your factory or Capital is in when you enter this command. If you dismantle your Capital you will no longer control that province. See also the BUILD command. } T Help for REMOVE command HELPFIRE { The format for the FIRE command is: FIRE This fires/launches/activates the current weapon installed in that bank. } T Help for FIRE command HELPHULL { The size of an AFV gives a general indication of its intended role in combat, as well as determine the vehicle's damage and cargo capacity. The larger the hull the more weapons and defense systems you can add to it. Weapons have a modular design and are fit into "slots" on the hull. Defensive system, by their nature, cover the ship and add to its weight. Heavier vehicles may require specific suspension types to be able to move. All weights are given in metric tons. Due to their immense size, "very" and "super" heavy vehicles require air-cushion or anti-gravity suspension systems. Any "heavy" or above cannot rest on Wheels. } T Help - hull size HELPARMR { Armor helps protect the internal structure and critical components. When combined with the hull size it determines how much damage the unit can take. The weight of armor also affects the maximum speed. REACTIVE ARMOR Developed by the Bolo units in 2103 to use "the enemy's strength against him", reactive armor uses the very force of a kinetic energy concussion to blow the direction away from the unit. All kinetic (cannons/rifles/particle projectors) weaponry cannot affect this armor. REFLEC Laser/Energy weapons will simply reflect off its surface. FERRO-FIBROUS Using a complex weave of ferro-steel and titanium it protects against the deadly effects of PLASMA. ENDO-STEEL The strongest synthetic metal known, only it can afford protection against Fusion weapons. } T Help - armor HELPCHAS { Each chassis is rated by the maximum speed it can travel and the terrains it can cross. Heavier vehicles may require a specific chassis to be able to move at all. Terrain plays an important factor as to what areas you can move through as well as the cover it offers from enemy fire. You should consider carefully what chassis to select. WHEELS: Cheap transport for flat open spaces, but can't move through swamps, mountains or water. TRACKS: Like wheels, but also afford transport through swamps. LEGS: Can cross all terrain except water.. but they're slow. AIR CUSHION: Can cross all terrain except water, at high speeds! The main drawback.. because it is above terrain, it receives no bonus for ground cover. ANTI-GRAVITY: Can cross any terrain at extremely high speed! Like air cushions, it is above terrain and offers no bonus for defensive ground cover. } T Help - chassis HELPWPNS { As the weapons systems are too numerous to detail here, please see the Player's Manual in the Forums. NOTE: you cannot buy nuclear weapons, you must build them.  } T Help - weapon system HELPDEFS { As the defense systems are too numerous to detail here, please see the Player's Manual in the Forums.  } T Help - defense system HELPFCTL {The most important piece of equipment is the FIRE CONTROL COMPUTER. The chances of locking your weapons onto another are dictated by it. Mark I: Bargain basement FCC's only have an accuracy of 50%%, limited scanning range, and reliability of 75%%. Mark II: A more efficient Mark unit provides greatly improved scan and accuracy. 70%% accurate and reliable up to 80%% Mark III: The top of the line Mark unit provides a huge sensor radius (up to 60 zones active and 120 passive), as well as being 90%% accurate and reliable. Artemis V: Equipped with the latest Psychotronic circuitry, Artemis V uses its semi-sentient state to target at 95%% with a reliability of 95%%. It's active sensors outreach even the MARK III at 100 zones, with passive stretching to 300. HAL 2000: The quintessential fire control solution, HAL runs the gauntlet of only the best sensor and scan media (reaching an incredible 1000 zones active and 1000 passive). HAL is a self-aware, fully sentient computer. With this he can target at 100%% with 100%% reliability. (Rumors have it that HAL has taken over a unit's command, but these as of now are unsubstantiated). } T Help - fire control