                        "^"""""^"^""""^^"""^"""^"""^"
                          MANUAL FOR D.O.N.3d V2.00
                                DEMO VERSION
                              by Andreas Peter
                                (c) 1996-98
                        "^"""""^"^"""""^"""^"""^""""^
0. TABLE OF CONTENTS

   1. TECHNICAL STUFF
   2. CONTROL
   3. SPECIFICATIONS
   4. THE FIGHT
   5. COMPUTER CONTROLLED OPPONENTS
   6. TEAMPLAY
   7. GENERATING A RANDOM MAP
   8. NETWORKGAME
   9. DEVELOPMENT
   10.CONDITIONS
   11.HISTORY

1. TECHNICAL STUFF

1.1 FILES

The following files build the D.O.N.3d Softwarepacket:

Name:          Size:      Description:
-----          -----      ------------
RTM.EXE        35.648     Borland Run Time Manger
DPMI16BI.OVL   65.376     Borland DPMI Interface
DON3.EXE      293.376     D.O.N.3d the game
DON3.DAT      179.878     D.O.N.3d the data
IMPATIEN.TXT      367     The fastest way to start gaming
D3README.TXT    2.552     First aid
D3MANUAL.TXT   23.989     Documentation
D3ORDER.TXT     1.226     Order form
DON.BAT            63     Startupfile
DON.PIF           545     Program Info File for windowssystems
DON.ICO           766     Icon File for windowssystems
FILE_ID.DIZ       512     Description

The following files will be generated/edited by D.O.N.3d:
(I include this as I often find odd files on my harddisk
 that some program left behind. It's sometimes impossible
 to identify its creator)

Name:         Description:
-----         ------------
DON.BAT       Startupfile
????????.DON  Savegames
????????.MAP  Mapfiles
AUTOSAVE.DON  auto Savegame
AUTOSAVE.MAP  auto Mapfile
$D3_DATA.TMP  Swapfile
$D3_NET@.TMP  Networkfile
$D3_SHRE.TMP  Networkfile
(TMP-files might be needed while playing and will normally be erased
 afterwards)

1.2 SAVEGAMES

D.O.N.3d saves the game automatically after the game ends. Additionally, the
game will be saved after each game phase (each player played one turn) as
AUTOSAVE. In a networkgame the game will be saved before control procedes to
the next computer.
All savegames will normally be saved in the DON3 directory. If there are
directories named SAVE or MAPS in the DON3 directory, savegames or maps
will be saved there separatly.

1.3 CONFIGURATION

The game can be configured by commandlineparameters, so that the configuration
can be changed manuell or by the optionsmenu. The menu generates a new
startupfile (DON.BAT). (All configurations will be active after the next
startup)

To get a list of all parameters call 'DON -?'.

1.4 NOTES

D.O.N.3d cannot always time the systemspeed correctly or use PcSpeaker sound
when using multitasking OS such as windows.

2. CONTROL

You can get help for keyboard control within the game, so this is just a
complete list of all commands possible.

2.1 MAINCONTROL

<Return>............confirm         (same: <Enter>)
<ESC>...............cancel          (same: (Keypad)0)
<TAB>...............next unit       (same: (Keypad)+)
<CAPS>..............next city       (same: (Keypad)-)
Arrowkeys...........move cursor     (same: (Keypad))
(Keypad)5...........center

2.2 MENU

Arrows up/down......move highlighted bar
Arrows right/left...change values (if possible)
Page up/down........move whole list (if possible)
<Return>............select/done
<ESC>...............no selection/no change

2.3 FUNCTIONKEYS

<F1> Help..........Shows all hotkeys on one page.
<F2> Options.......personal/global options.
<F3> Password......change/enable/disable password.
<F4> Screensaver...Blank Screen with password.
<F5> Resign........End game.
<F6> Statistics....after game ends.

2.4 GENERAL

<O>rders...........All units with a destination will move. The 'Orders' Icon
                   will be displayed as long as there are units left that have
                   a destination. This command will normally be executed
                   automatically at the beginning of each turn.
<R>eport...........Reports all activities (movement,attacks) of other players,
                   as long as located within your radar. The 'Report' Icon
                   will be displayed as long as there are unseen reports.
<P>roduction.......Selects successively all cities/factories that finished
                   their tasks this turn. The 'Products' Icon will be
                   displayed as long as there are such cities/factories. After
                   selecting a city you can change the task by <Enter> or keep
                   it by <Backspace>.
<L>ist inventions..shows a list of all of your inventions. You can select one
                   to get information on that unit. Additionally, you can
                   remove inventions here as only 50 inventions can be
                   available per player at one time (Shift-<R>emove).
<S>tatusreport.....(Tomm!) Various more or less important displays like
                   percent of world explored, total experience, unit
                   statistics, next invention/production, supply.
<M>ap..............shows a global map.
<N>otice...........you can write a short message to all or one player.
                   (rarely used... but possible)
<T>urn/players.....shows number of turns played, name of the map and a list
                   of all players and teams.
<X>Coordinates.....on/off.
<H>elpbars.........on/off.
<Space>............Menu
<ESC>..............end turn.
Alt-<X>............end game.


2.5 UNITCONTROL

(move).........In movementmode you can choose a destination somewhere on the
               map. Most of the time the units needs more than one turn to get
               there, so that the unit will either report its arrival or that
               it cannot reach the destination. On one hand the unit will try
               to take the shortest path on the other hand it will move as
               close to the destination as possible (if the destination is
               unreachable or it is a really long path). If aircrafts are
               going to run out of fuel you will be warned. If a unit is
               selected it will normally enter movementmode automatically
               (otherwise use <Enter>).
<Backspace>....The unit will be marked as used and destination coordinates
(no orders)    will be canceled (in movementmode you can also use <Enter>).
<I>nformation..Shows all attributes of a unit or a field.
               Control load units:
               <I>nfo       shows a list of the load.
               <Space>      shows all load units one by one.
               Shift-<D>    disbands the unit showed (you can do that
                            within cities only!).
<A>ttack.......Switches to attackmode. You can now choose a valid target on
               the map. A valid target means that it must be within your
               weaponrange and your units must have the weaponsystem needed
               to attack it. If the target is located on an adjacent square
               the opponent will attack back (close combat).
<U>nload.......Select the unit and choose one of the 8 adjacent squares to
               unload to. The unit itself will take all units it can carry
               with it (if also located within the unloading unit of course).
               If you are going to unload an installation you must choose a
               PLAINS(->) field on the map. A path of PLAINS fields must exist
               between that field and the unloading unit in order to build
               the installation on the chosen field.
(load).........If a unit moves to a field occupied by another unit, it will be
               loaded (if possible). Units that are loaded and do not move
               will be repaired each turn.
<G>uard........The unit can be marked as used for 1-9 turns or forever.
<D>etail to....You can give the unit to a teammember.
Shift-<R>epair.The troop carrier can use its remaining movement to repair
               all adjacent landunits and installations.

2.6 MOUSECONTROL

As there are no 'buttons' generally press the left mouse button to confirm
(<Enter>) and the right mouse button to cancel (<ESC>). Within the game use
the left mouse button to control the cursor and the right mouse button to
open the menu (<Space>) you can choose the commands in.



3. SPECIFICATIONS

3.1 UNITS

A unit is a building or any piece of your army. The most common units are
cities, which build their own category and can produce and invent other units.
Cities add one point to the SUPPLY(->) count while all other units use one
point of supply.

3.2 RESEARCH (general attributes)

If you invent a unit you will be able to change its name picture and
attributes. The following attributes are used by all CATEGORIES(->):

Hitpoints.........(Hp) represent size and armor of the unit. If this attribute
                  becomes zero the unit will be destroyed.
Movementp./Speed..(Mp) represent the number of squares the unit can move per
                  turn. However, some squares cost more than one
                  movementpoint and you need at least one movementpoint left
                  to attack.
Weaponrange.......represents the maximum targetdistance. 1 means close combat
                  only.
Radarrange........represents the explore'radius'. Units within this distance
                  are on your radar (visible).
Loading Space.....represents the number of standardunits (30 Hp) that can be
                  loaded. Consequently this number multiplied by 30 is the
                  maximum for the sum of Hp of loaded units (Right...!).
                  (A dock space can load a standardship of 60 Hp.)
Weaponsystems.....represent the Strength (in %) of weaponsystems in 4
                  categories (installations are landunits here). The damage
                  done is linear to the Strength, provided that you have
                  maximum experience and without considering opponents.
                  0% means you have no weaponsystem in that category.

3.3 RESEARCH (categories)

There are 5 categories of units:

SHIPS..........best for transport and can usually reach any part of the map.
LANDUNITS......can use the terrain to their advantage.
AIRCRAFTS......highest speed and diversity.
SUBMARINES.....cannot be found by radar.
INSTALLATIONS..highest weaponrange, fight back on ranged attacks and can
               produce units.

Detailed information on all categories:

SHIP...........Ships with more than 60 Hp can ONLY be unloaded in cities/
               factories with a haven. Ships with 'Loading Space(Air)=1'
               can only load aircrafts with VTOL ability.
LANDUNIT.......Landunits located on MOUNTAINS(->) or FOREST(->) fields are
               only shown on the radar if the exploring unit occupies an
               adjacent field. Landunits on mountains, forest or HILLS(->)
               fields are protected from attacks (reduced damage).
AIRCRAFT.......Aircrafts are the only units that use fuel. Either they use
               one fuelunit per moved square or one per turn
               (...whicheverisgreater).
SUBMARINE......Submarines can ONLY be unloaded in cities/factories with a
               haven. Submarines can only be detected by ships, submarines
               or installations on a maximum distance of 3 squares (other
               units 1 square). Additionally, the exploring unit must have
               more than 0% in 'weaponsystem versus submarines' in order to
               have a sonar.
INSTALLATION...Installations once put up are immoveable. They can either be
               put up (unloaded) by their producer or transported by ship
               (with enough 'Loading Space(Land)') to another coast. They
               can be disbanded if a transport unit (of whatever type) is
               located on an adjacent square (use 'Shift-<D>isband' on the
               installation). If the radarrange of the installation is higher
               than the weaponrange of the attacker, the installation will
               be able to fight back even on ranged attacks (if the opponent
               moved previously to the attack).

3.4 RESEARCH (special abilities)

VTOL...........(Vertical Take Off & Landing) Aircrafts with this ability can
               land on ships/submarines with 'Loading Space(Air)=1' (remember
               that they must also have <=30 Hp in order to do so!).
               Additionally, transportaircrafts with this ability can load
               landunits outside of cities/airports. Furthermore aircrafts
               won't use fuel if they are located on a plains field (and
               don't move).
STRATO.........Aircrafts with this ability can only be attacked normally by
               installations or STRATO aircrafts. Other units attack with
               their weaponsystem subtracted by 50 percent points.
               (Consequently attacks by units with 'weaponsystem v. aircraft
               =50%' - or less - won't do any damage) This ability affects
               both attacking and defending.
SHIPAMPHIBIAN..Ships can navigate on PLAINS(->) or COAST(->) fields.
LANDAMPHIBIAN..Landunits can move on coast fields.
FACTORY........Installations can produce other units. The production
               efficiency is given separately for each category using the
               weaponsystem values (factories can`t attack). These
               installations need more than one point of SUPPLY(->) dependent
               on the highest production efficiency.
CATERPILLAR....Submarines can only be detected if an enemy unit is located on
               an adjacent field and the submarine is within sonar range of
               the same or another enemy unit.

3.5 PRODUCTION

All completed inventions can be produced in cities or in factories. The number
of turns needed to produce a particular unit depends on the base value given
at the beginning of research (for 100% efficiency) and the production
efficiency of the city or factory. This number will even increase if there is
not enough supply.

3.6 ARMING/REPAIR

To repair a damaged unit (i.e. regain hitpoints) it must first be loaded onto
a unit that can carry it. Units that don't move during one turn and are loaded
regain 10 hitpoints. If the unit is located in a city with task 'Arming' it
will be repaired at once. Additionally, cities with task 'arming' repair
themselves for 10 Hp (5 Hp if above 50 Hp) each turn. To repair installations/
landunits use the troop carrier's special ability. It can repair all adjacent units for
10 Hp per turn at the same time (Shift-<R>epair).

3.7 SUPPLY

All units in play need one point of the overall supply value (apart from
cities/installations). If the supply value is less than the supply needed
all new productions will slow down. The supply value consists of:
- base value 7 (if you own at least one city)
- 1 point per city owned
- additional points for cities with task 'Supply' (depending on their
  production efficiencies)
- subtracted by supply needed for factories (depending on their production
  efficiencies)

3.8 FIELDS

SEA..........Units allowed: ships, submarines
COAST........Units allowed: ships up to 60 Hp, Amphibian
             Special features: landamphibian use 2 Mp
PLAINS.......Units allowed: landunits, shipamphibian, installations
             Special features: shipamphibian use 2 Mp
HIGHLANDS....Units allowed: landunits
             Special features: landunits (up to 60 Hp) use 2 Mp
HILLS........Units allowed: landunits
             Special features: landvehicles use 2 Mp, protects landunits
                               (slightly)
MOUNTAINS....Units allowed: footsoldiers up to 60 Hp
             Special features: hides landunits, protects landunits (strongly)
FOREST.......Units allowed: footsoldiers, landvehicles up to 60 Hp
             Special features: landvehicles use 2 Mp, hides landunits,
                               protects landunits (mid.)
(Note: aircrafts can move on all fields)

3.9 THE 4 STANDARD UNITS

Infantry..........Maybe this is the worst unit of the whole game, but it is
                  standard.... and it has one advantage: you can capture
                  towns with it.
Transport Alpha...This was the first unit that could reach the whole world...
                  within the time of some years.
Troop carrier.....Not only carries those slow infantries but can repair other
                  units.
Spy...............Unit with the worst attribute values and most abilities.
                  The spy is invisible and can only be detected by cities if
                  it is adjacent to one. As the spy reaches an enemy's city
                  the task of this city is displayed. If the task is
                  'Production' it will steal the matching invention. However,
                  you will only get your hands on the enemy's invention if
                  the spy survives until your next turn. (Note that the spy
                  must work alone in order to successfully steal inventions.)

4. THE FIGHT

There are two different ways to fight: close combat and ranged combat.
In close combat (opponent on adjacent fields) the opponent will fight back
if he has the weaponsystem needed (normal attack at the same time).
The damage done depends on:

- weaponsystem of the attacker
- experience of both opponents
- Hp of both opponents
- chance
- terrain (if defender is a landunit)

Each unit that does damage (to units apart from cities) rise one level of
experience (maximum 10). All units (apart from cities) that have 0 Hp are
destroyed along with their load. Cities with 0 Hp can be captured by
attacking with a landunit (<=30 Hp, 1 Mp - e.g. infantry) in close combat.
After an attack each unit loaded onto the attacked unit can't have more
hitpoints left than its carrier. Additionally, each loaded unit loses 0-9 Hp.

5. COMPUTER CONTROLLED OPPONENTS

Though D.O.N.3d has been constructed for multiplayer games you can choose
to make enemies computer controlled. However the computer is not a real
challenge at this time (in fact most computer enemies of other games do have
some advantage or use illegal knowledge to be equal to players), but it is
good for training, playing alone or for more variations. To increase the
strength of computer enemies simly causes a combat handicap for all players
that attack that computer. The computer will specialize differently in
research, so that computer opponents aren't always 'the same'.

6. TEAMPLAY

If two (or more) players are in the same team they will be able to make use
of the following rules:
- detail (give) units to team members
- load units onto carriers (includes cities) of team members to refuel or
  repair
- troop carrier repair
- show positions of units outside of radarrange (within explored areas)
Note: the computer won't give his units to others.


7. GENERATING A RANDOM MAP

7.1 MAP PARAMETERS

Name......................also name of the savegame
Height....................height of the map (squares)
Width.....................well..

7.2 GAME PARAMETERS

Number of local players...........Number of players/computer enemies, playing
                                  on this computer.
Each player first plays X turns...At first each player plays X turns, then
                                  one by one as usual.
Remove blockers in turn X.........blocking fields (set by map editor) turn
                                  into sea fields on this turn. 0 causes
                                  the blockers to last forever.
Climate Zones.....................Looks of the landscape.

7.3 PLAYER X

HQ at random position........The headquarters will be thrown on the map by
                             chance.
X/Y coordinates HQ...........You can position your headquarters here if
                             'random position' is not checked.
Computer controlled..........well....
Strength.....................Increasing this 'Strength' causes a combat
                             handicap for all players that attack this
                             computer enemy (nothing else)
take over X neutral cities...Number of neutral cities that will be owned by
                             this player from the start in addition to the HQ.
Ally to player X.............All players who want to play in a team must
                             use the same number here!
                             (e.g.: Player 1 is         1
                                    Player 2 changes to 1
                                    Player 3 changes to 1 (not 2 - ally
                                                           chains are not
                                                           allowed!) )

8. NETWORKGAME

All networkoptions will be available in the game, if DOS IPX network drivers
are loaded. The network will (and should) be detected automatically on
initialization.
To start a networkgame one player chooses to start a networkgame and adjusts
map parameters, while all others join... that's all. Besides, all games can
be loaded as networkgames or vice versa and all players can be distributed
among the machines (or vice versa =) ). Consequently networkgames create
*normal* savegames.
Within the game (or in networkmenus) you can switch to chat mode by 'c'.
Your messages will be send to all players (brown) or to all teamplayers
(red) (or to all within the networkmenus if the game hasn't yet started).
<TAB> toggles between both groups. <ESC> exits the chat mode.
You can play networkgames via filesharing. To do this all sharing computers must
have read/write access to *ONE* directory.
However, you must explicitly specify the SHARE directory by command line
parameters (e.g. -share C:\SHARE) or in toggles menu.

Note: All changes done within the toggles menu will be active after the next
      restart of D.O.N.3d


9. DEVELOPMENT

D.O.N.3d V2.00 was developed using Borland Pascal 7.0 and some assembler
code for those parts that got to run really fast.
7.6 Megs for source code, support programs & development data in about 1830
files were created so far.

The newest demo version and updates to full versions are available for
download on the D.O.N.3d homepage (address at the end of this manual).

10.CONDITIONS

- The author cannot be made responsible for whatever loss or damage caused by
  the use or misuse of this software (i don't know how this could happen -
  I even never damaged anything while creating it). This software is
  distributed 'as is' and without warranties.
You may distribute this software on the following conditions:
- This software (DEMO VERSION D.O.N.3d) is shareware and as such cannot be
  sold or distributed for money in any way.
- This software package may only be distributed unmodified (i.e. it consists
  of the files listed in 1.1). It is not allowed to modify files of the
  package.

And of course this software is protected by international copyright laws.

11.HISTORY

V2.00
- protected mode code (nearly everything reviewed/rewritten)
- fixed some forbidden memory access
- new more stable and faster texture mapping code
- Vesa VBE resolutions and zoomlevels
- changes in unit specifications
- improved random map generator
- explosion on unit destruction
- different terrain types

------------------------------------------------------------------------------
E-mail : petera@cs.bonn.edu
WWW    : http://titan.cs.bonn.edu/~petera/don3d

D.O.N.3d V2.00 (c) 1998 by AcASoftware (Andreas Peter)
