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╔═════════════════════════════════════════════════════════════════════════╗ ║ <<<< PC-SIG Disk #2956 CONQUEST >>>> ║ ╠═════════════════════════════════════════════════════════════════════════╣ ║ To print the documentation, type: COPY READ.ME PRN (press Enter) ║ ║ COPY GUIDE.DOC PRN (press Enter) ║ ║ ║ ║ To print the order form, type: COPY ORDER.DOC PRN (press Enter) ║ ║ ║ ║ To start the game, type: CONQUEST (press Enter) ║ ║ ║ ║ (c) Copyright 1992, PC-SIG Inc. ║ ╚═════════════════════════════════════════════════════════════════════════╝
Player's Guide for CONQUEST Version 1.8 September 7, 1992 by David Burns OVERVIEW Conquest has much in common with other 'Conquer the World' games. Up to 8 players can play, any or all of whom can be computer controlled. The goal is to defeat all of the opposing armies, and occupy every territory on the Map. The game objective can be different depending on selections made in the game set-up menu. Conquest is different from other games in this genre because of its point & click user interface and the strength of the rule-based algorithm used by the computer opponents. Winning a game of Conquest requires good placement of armies, the ability to outnumber your opponent armies in critical battles, and luck. Each player's turn is divided into 3 phases: Placement, Attack, and Free move. The Placement phase consists of selecting a territory owned by you and putting some or all of your new armies for that turn on it. The number of new armies is determined by the number of territories owned by the player and the number of bonus armies received from the occupation of whole continents. This phase continues until all of armies have been placed. During the Attack phase, you can attack a bordering territory owned by another player as long as you have 2 or more armies on your territory (NOTE: If you are using the Even Chances attack scoring, then your armies must be greater than or equal to your opponent's). If you defeat all of the armies on the Defending territory, you can then move some of your armies on to your new territory (NOTE: Each territory must have at least one army at the end of your move). To end this phase, select the 'EXIT' box. After the Attack phase, a player is allowed to move armies from a territory to an adjacent territory, provided he owns both of them. The purpose of this Freemove is to reinforce your current position until your next turn. Conquest has a variety of options and settings. When the game is first loaded, the player characteristics are shown in a box (for more information on these - read the 'player menu' help section), and the following buttons are shown on the right side of the screen: Using the Opening Menu The current game set-up is the options as they are listed in the Opening Menu (the menu screen which you start the game from). Start Game - starts a new game of Conquest Resume Game - brings up a directory of saved games. Point and click on the name of the game you wish to start, and it will load and start automatically. Modem Game - starts a game of Conquest with remote players. Demo - if you select Demo or wait 3 minutes without moving the mouse or hitting a key, Conquest will select a random map, and generate five computer opponents to play on it. This will continue indefinitely until you press a key. If the game ends, or you hold down a mouse button, a new map will be loaded, and a new game will start. This can be used as a 'screen saver' feature if you desire. On my 386, it plays about 15 games/hour (a brief summary is shown at the end of each game) at high speed. Help - brings up a menu of help topics. Highlight the topic of the desired help subject. Options Menu - brings up a menu of options that control how a game of Conquest is played. These options are discussed in the 'Options Menu' section. Select Map - brings up a directory of maps to play Conquest with. Only registered users can use a map other than the default maps ('Conquest.map' or 'Conqmap.map'). Point and click on the name of the map you want to use. Save Set-up - Saves all game and player settings as the default settings. This information is stored in the file 'Conquest.dft', so to return the game to its inital settings, just delete the file 'Conquest.dft' Drive and directory information is stored in this file, so if your machine is always looking for maps in an old directory or drive, just enter the new directory, and select 'Save Set-up' Exit - quits Conquest, and returns you to DOS In the middle of the screen is the title of the current map. If you press the Start Game button, this map will be used. Below the Map title is a grid containing player information. If a name is shown, then that player will play in the next game. To get more players, or edit the characteristics of a player, just click on one of the buttons labled 'Player 1' through 'Player 8.' This will bring up a separate menu for the player selected. The popup menus can be controlled by either the mouse or the arrow keys and the Enter or Return key. The Escape key functions the same as clicking on the Exit box. Each game requires at least 3 players, so if you have less than 3, the game will prompt you to add additional players. It is O.K. to have the first, third, and last players in a game for example. Player Options In the upper left hand corner of the player screen are three buttons. If the 'Status' button has the word 'ON' next to it, this player will play in the next game. To change this status, click on the button next to it. The 'Exit' button brings you back to the opening menu, and saves the current player setup. 'Help' displays a help screen relavent to the player options menu. The 'Name' and 'Color' buttons will change these player attributes. Conquest can support any combination of computer and human opponents. There are three type of players: Human - the role you will play. The game does not require one of these, but it makes it more interesting. Computer - an independent (meaning they do not gang up on you, unless you want them to) computer-controlled oppoent. Modem - a human player that is linked by modem or cable to your machine. Only the Host player needs to select this. Strategy determines how the computer opponents attack. -- Standard plays the opponent as in previous versions of Conquest (recommended setting) -- Blitzkrieg encourages the computer player to go around strongholds, and attack at the weakest points -- Maginot Line encourages the player to attack the enemy at his strongest points (to wear them down), and to concentrate his efforts on defending his continents Philosophy sets the basic principle the computer opponent will use. Computer Aggressive - This type of player attacks more frequently than the other types, so as a result, it has fewer armies to defend its position. Computer Defensive - This player collects armies, and does not attack as often as the other computer opponents. Computer Balanced - This player is a mixture of the preceding two types. It is not necessarily better than they are, but it plays a more consistent game. Computer Random - This type of player takes on the characteristics of one of the other computer opponent types. It changes these characteristics each turn. I recommend using a combination of opponents in each game. Conquest gets more challenging when you increase the number of computer opponents, because it decreases the probability of the human opponent(s) starting with a good position, and it increases the probability that someone else (or something else) will be luckier than you. The 'Attack Priority' setting determines who the computer opponent is most likely to attack if all other conditions are equal. In other words, if a player can attack two different territories owned by two different players, and the advantage gained from conquering each territory is the same, the computer player will 'prefer' attacking the one corresponding to the selection here. The recommended setting (for longer games) is 'Strong Players.' Intellegence goes from one to ten, and it determines how a computer player plays. 'Dumb' players (Intellegence less than three) can still win (Mike Tyson does not need a Ph.D. to take your head off), but they do not make as much of a challenge as the smart players. I think the most challenging setting is: one human, 3 or more smart computer opponents (favoring attacking the strongest player) on a large map (more than 75 territories). If the attack scoring is set to 'Weighted by number of armies,' the weak computer players will do better because they tend to put all of their armies in one or two territories. If you are having too much trouble beating the computer opponents, set the 'Favors Attacking' selection to 'Computer Opponents' so they will give you more breathing room. Also, set the intelligence level above 7 so they do a better job of beating up each other. Player names can be changed, and it is important to change them to give a more accurate description of their playing ability. For example, you could name an aggressive computer opponent "Ghengis" or "Napolean," and name a defensive computer opponent "Wimp." Options Menu In the upper left hand corner are three buttons. 'Help' displays a relevent help screen. 'Save Set up' save the current game and player settings to disk. 'Exit' takes you back to the opening menu. Game Objectives The default game objective is to conquer all of the territories on the map. However, after a player has beaten most of the other opponents, and occupied most of the map, or has the most armies, the outcome of the game is set. Therefore, Conquest has a variety of methods available to determine the winner. There are ten objectives in three categories: First player to occupy a set % of the Map. Player with most armies after # rounds. Player with most territories after # rounds. The objective can not be changed after the game starts. Attack Scoring This is used to determine how the computer will toss the dice to determine which territory will lose armies in attack. Even Chances - even odds for the attacker and defender. To attack, an attacker must have the same or more armies than the defender. Weighted by # of Armies - odds for each battle favor the player with the most armies on his territory (but independent of armies he owns elsewhere). Wildly Random - unpredictable. Cyclic (Short) - Your luck goes up and down, similar to a biorhythm cycle. The cycle is 12 attacks long, and the probability of winning an attack is based on where you are in your cycle, and where your opponent is in his cycle (i.e., if you are both at a low point, then you have equal chances, but if you are low, and he is high, then you are likely to lose that attack). The cycles are not visible, so this mode appears on the surface to be just like any other attack scoring method. Cyclic (Long) - same as above, except the cycle is 20 attacks long. Simulated Dice Toss - The attacker rolls up to 3 dice, and the defender rolls up to 2 dice (six sided). The defender wins all ties. Automated, so you don't see the dice. Each player rolls the maximum number of dice possible. The number of dice rolled is: Attacker Armies Dice Defender Armies Dice 2 1 1 1 3 2 2 2 4+ 3 3+ 2 The Attacker's and Defender's dice are compared, and if a Defender's die is greater than or equal to the Attacker's die, the Attacker loses one army. If the Attacker's die is higher, the Defender loses one. Upto two armies can be lost in each attack, depending on the number of dice tossed. Unknown - randomly chooses one of the above during each player's turn. Territory selection This option determines the method used for picking each player's territories: Random - Territories are automatically picked for each player on a random basis. Partioned - Similar to the first method, however territories are clustered for each player, so the starting position is better. Manual - All territories and number of armies are determined by the Human players. Player's choice - Each player (including the computer opponent players) selects their territories at the start of the game. The number of starting armies is random. This is a new feature for version 1.3, and as a result, it doesn't give the computer opponents the 'best' possible opening position. I recommend against using this option as your only method of playing solo against the computer opponents, until it matures. Bonus armies for each opponent eliminated This option awards players that eliminate other opponents from the game with new armies. This armies are available immediately, and can be placed anywhere. Fixed at 5 - The number of new armies is always 5. Fixed at 10 - The number of new armies is always 10. Escalating - The number of new armies starts at 5, and grows by 5 with each opponent eliminated. None - No armies. Hide non-adjacent opponent's territories If this is 'ON,' then all of the territories not next to a human will be covered. This gives a 'Stratego' like feel to the game, since you will not be able to determine how good your opponent's position is. This option does not prevent the computer opponents from determining how good their positions are (or yours for that matter), but it does add a little realism. It is often difficult to get reliable intelligence information on areas behind the battle lines. If all of the human players are eliminated from the game, the territory owners and the number of armies they have will be shown. Free move This option determines when (and if) a player can redistribute his armies at the end of his turn. A player's freemove can be dependent on if he conquered a territory during his turn. Penalty for attacking a new continent This option makes it more difficult to win a battle if the defender is in a different continent than the attacker. The rationale for this is that indigenous troops have an advantage over troops that have just arrived after a long boat ride. This option causes the attacker to lose 33% more attacks (no matter what the attack setting is) than if it had not been selected. Team Play This option lets you combine several players in to a team. The game is then determined by how well each team does. Each player can only use his own armies and territories to play the game. The new armies that each player gets at the beginning of the game are determined by the territorial standings of the team (not individual players). These new armies are then divided by the number of players in the team, and distributed evenly to all players in that team. Computer opponents will never attack another teammate, however human players can if they desire. The only advantage of attacking a teammate is to make a path for your troops to move to a battle area. During the freemove phase, you can only move troops to and from your own territories (not a teammate's). Teams do not have to have the same number of players. Rebellions This settings enables territories to change owners during the game without combat. In other words, territories can revolt against their current owner, and change to another owner (keeping all of their armies). This option has three types of settings: Type: None - disables this option Strong to weak - the player with the best position (either most armies or most territories) will lose territories to the player with the worst position Weak to strong - opposite of Strong to weak Random - either Strong to weak or Weak to strong (different each time Frequency: Rare - a rebellion occurs approximately once each 7 turns Often - a rebellion occurs approximately once each 3 turns Territories affected: Single - only one territory will change owners during a rebellion Few - 2 to 3 territories will rebell. Cluster - one territory, and all of the territories next to it will rebell. Modem Play This is the first version of Conquest to allow modem to modem games. Two computers can be connected either through a phone line or a direct physical link with a 'null modem' cable. Before you start a modem game, decide with your opponent who the 'Host' and 'Guest' will be. The Host dials (or establishes the connection), and sets up the game options and map. Computer opponents can also play, if the Host has included them in the game. To start a modem game, the Host configures the game (including atleast one modem player), and selects 'Modem Game.' The Guest selects 'Modem Game' and waits for the Host to call. To cancel, press F10 several times. If you want, you can connect before you start Conquest by using your favorite terminal program. This will enable you to talk to your opponent ahead of time, and decide what type of game to play. Then when you start Conquest, make sure the 'Connected' button is on to prevent initializing the modem. Currently, modem games can not be saved. Conquest will store the information in a file, however you will not be able to start a new modem game with the file. During modem play, the screen of the remote players (the ones who are not at your computer) is updated after each phase (placement, attack, and freemove) of your turn. This was done to improve performance - if each move was sent to the other computer, then there would be a noticible delay each time you selected a territory. To play a modem game, you only need to know where your modem is located (the serial port number). Conquest will automatically set up your modem, and select the highest speed that you and your opponent can play at. To quit a modem game, press the F10 key rapidly (or hold it down for a while). Conquest uses an error correcting data transfer format. If you see a "Transmission Error" message, wait for a while, and it may clear up by itself. Maximum # of starting armies This setting determines how many armies will be placed on each territory at the start of the game. Game Phases There are three phases to each turn in the game: Placement At the start of each turn, a player is given new armies to place on any of his territories. To place the armies, just point to the territory, and click the LEFT mouse button. Then select the number of armies to place on that state. The computer will not let you select a territory that does not belong to you. The number of new armies is derived from the total number of territories owned by you divided by three, plus additional armies for each continent you own (the armies gained by owning a continent is displayed by selecting 'Show Values'). At least two new armies will be awarded each turn. Attack To attack, just click on your territory (the Attacker), and then on the territory you wish to attack (the Defender). If you can attack it, the attack will automatically take place. If one of your territories does not border any of your opponents, or the attacker does not border the defender, you will not be able to select it. Attacks can only occur between bordering territories. Territories that border each other are sometimes indicated by a white line representing a sea lane. To exit this mode, select 'Exit.' Freemove At the end of each turn, a player may move armies from one territory to another, provided he owns both of them, and they border each other. This allows each player to reinforce his position. After the freemove, at least one army must remain on each territory. Only one freemove is allowed per turn. To make a freemove, just select the territory to move the armies from (the Donor), and then select the territory you wish to move to (the Receiver). You will then be prompted for the number of armies to move. If only one army can be moved, the move will be automatic. If you wish to abort the freemove after you are prompted for the number of armies, select zero. In Game Options After the game starts, additional options may be selected by pointing and clicking on the box marked 'Options' or by pressing the 'Escape' key when the Options box is visible (Note: if you press the 'Escape' key during a computer player's move, there may be a slight delay before the menu is displayed). Statistics - Shows the current standings of all players. This is useful for determining which players you should watch out for. Settings - Shows the current game settings. The settings can't be changed during the game (because the computer opponents use them to determine their strategies). HELP! - Displays the help menu. Show/Hide Values - Shows or hides the new army continent values awarded to the owner of the entire continent. Speed - Changes the game's playing speed from 0 (very slow) to 10 (very fast). Sound - Toggles the sound on and off. Mouse - Changes the mouse's tracking sensitivity from LOW to HIGH. New Game - Abandons the current game, and returns you to the Game Setup Menu. Save Game - Saves the current game under a name you select (with the extension '.sav' automatically added). This does not end the current game. Quit Game - Exits Conquest. Hints 1. Most placement and attack decisions are a trade off between conquering a continent (to obtain the new armies awarded for owning that continent), and defending your position. 2. The algorithm for the computer opponents balances a desire to occupy entire continents with a paranoia of attacks from other players (be they human or computer). If a computer opponent feels that another player is getting too strong, he will shift his focus slightly to weaken the adversary. 3. To decide which continent is best for placing armies in (and attacking in), consider how many territories you own in it, and how difficult it is to obtain and defend. Usually the higher value continents are more difficult to get and keep. 4. Try to place your armies in an area that the other opponents are not trying to conquer. Sometimes it is possible to win by collecting armies and letting your opponents weaken each other. 5. Try not to attack each turn to the point you can not attack anymore. This keeps enemies from taking your territories too easily. 6. Sometimes you may need to sacrifice part of your forces to keep your opponent(s) from controlling a complete continent. Consider placing a few armies on one or two remote territories even if you do not want to acquire that continent in the near future. This makes the other opponents work harder to improve their positions. 7. Check the Statistics from the Options menu to gauge how your opponents are doing. If one opponent is getting too strong, try to concentrate your attacks on him. Even though he may help you in the short run by weakening the other opponents, sooner or later he will come after you. 8. Use a variety of computer opponents, including the 'Aggressive' type. The computer opponents do not recognize if the defender is human (unless you set 'Favors Attacking' to human), instead they try to concentrate their attacks on territories they want to occupy and opponents they perceive are 'threatening' their position. 9. If you use the 'Weighted by # of Armies' attack scoring option, then attack any time you have more armies than an opponent, even if you don't want that territory. This allows you to reduce your opponents armies when the odds favor you. 10. Use more than one type of Territory placement to make a map more interesting. 11. If you want to reset the game to its original configuration, just delete the file 'CONQUEST.DFT' from your disk. This file is created by the game when you save the current game setup. 12. Menus can also be controlled by the cursor and 'Enter' keys if desired. 13. If you are playing with the higher intellegence computer opponents, be sure you can defend a continent before you conquer all of it (or other players may try to take it from you). 14. If you are winning too easily, try fighting computer teams with more members than your team. For example, you could be in a team with two members fighting two other teams that each have three members. Registration Information You will need to register this game with the author before you can use maps other than the default map ('Conqmap') provided with the game. There are 3 different ways to register Conquest: $8 - will get you a password, enabling you to use any map created for Conquest. If you register at this level, you will receive a postcard with the password (it is assumed you have a working copy of Conquest). $14 - will get you a password and a disk containing 35 maps for Conquest. The disk also includes the latest version of Conquest. $20 - will get you all of the above plus a Map Editor that will allow you to create your own maps for Conquest. To register, send $8, $14, or $20 (add $.75") for 3.5 inch disk if you select the $14 or $20) Check or Money Order in U.S. currency to: David Burns P.O. Box 46065 Washington, DC 20050 If you do not live in North America, please add $1.00 to cover the extra shipping cost. I'm in the military, so I move from time to time. The above address will remain valid until atleast DEC 96. After that, I will release a new version with an updated address. All registered users will be notified of the new address. Free distribution of this program is allowed- provided the program is not modified. The password for registered users may not be distributed by anyone other than the author. Your comments are welcome! Foreign Registration: Australian & New Zealand Customers - please order for Conquest's official dealer: Price: $35 + $5 Shipping (complete version) Vision Shareware PO Box 356 DAW PARK, SA. 5041 Phone: (08) 374-2949 Fax: (08) 277-0069 Use Mastercard, Visa, Bankcard, Cheques or money orders.
Conquest Version 1.8 Registration (Australian & New Zealand orders - please see ordering information in 'GUIDE.DOC' for faster service - Thanks!) Select a registration level & amount: 1. Password only $ 8.00 _________ 2. Password and a disk containing a 35 maps for Conquest $ 14.00 _________ 3. Password, 35 maps, and a map editor for Conquest $ 20.00 _________ 4. Disk size (if you selected level 2 or 3): a. 3.5 inch disk + $ 0.75 _________ b. 5.25 inch disk No charge _________ 5. Extra postage (if not mailing from North America) + $ 1.00 _________ Total _________ Your name & address: _______________________ _______________________ _______________________ _______________________ Please help me with some research on shareware marketing for my own personal use: 1. Where did you get this copy of Conquest? 2. Suggestions for improvement? Please mail your registration to: David Burns P.O. Box 46065 Washington, DC 20050 USA THANKS!
Volume in drive A has no label Directory of A:\ CONQUEST EXE 182664 9-06-92 11:37p CONQMAP MAP 17209 9-08-91 12:08a CONQUEST MAP 8320 3-24-91 5:17p AUSTRALI MAP 10669 2-22-92 3:42p CONQUEST HLP 16239 9-06-92 7:29p CORNERS MAP 5008 7-04-92 1:02p GUIDE DOC 29228 9-06-92 10:58p ORDER DOC 1542 9-06-92 11:00p READ ME 1831 9-06-92 10:49p GO BAT 31 6-04-92 2:25a GO TXT 924 9-21-92 11:35a 11 file(s) 273665 bytes 44032 bytes free