


                                                                        1


                                    GALAXY CONQUEST
                                      VERSION 2.3
                              BY AL FUNK COPYR. 1988,1992
                  
                  
                  BEFORE YOU BEGIN
                  ================
                  To  read   this,  you   have  Un-zipped  GALAXY.ZIP.
               Hopefully, you  have all  the companion  files.   It is
               required that  all of GALAXY's companion *.GXY files be
               in the  ACTIVE DIRECTORY.   This  allows GALAXY to load
               the scenarios.   If  they are  not, you will get a run-
               time dos error.
                  
                  
                  STARTING GALAXY
                  ===============
                  You may  begin  playing  GALAXY  one  of  two  ways:
               through the  menus, or  by command-line  selection.  To
               begin immediately,  without passing  through the menus,
               type "GALAXY"  (w/out quotes)  followed, after a space,
               by the  number of the scenario menu selection you want.
               To see  the  menu  options,  type  GALAXY  followed  by
               anything which is not a number from 1 to 11.
                  
                  
                  THE GAME
                  ========
                  Galaxy conquest  is a  two-player strategy  game for
               any computer which will run Turbo Pascal version 4.  It
               uses graphics  icons to display the position of each of
               the pieces and obstacles on the game screen.
                  The board  is a  30x15 matrix.  Each position on the
               matrix may  contain a  ship or an obstacle, or one ship
               and an  obstacle.   Never should there be more than one
               ship or more than one obstacle in any position.
                  Positions are  numbered from  1,1 in  the upper left
               hand corner,  although the  numbers are  not  displayed
               around the playing board (because of the limited screen
               space).   The only time the numbers are really relevant
               is for  locating mines and ships, but because ships are
               usually located  by their  blinking, I  did  not  think
               numbering a  crucial addition.  If necessary it will be
               included in future versions.
                  
                  There  are   four  types   of  obstacles.  They  are
               generated and  deleted randomly  during the game by the
               computer.     Obstacles  may  also  be  placed  at  the
               beginning of  the game  by using a pre-created scenario
               (more on  scenarios coming  up).   These obstacles  are
               fluxholes, stargates,  black holes,  and  comets.    In
               parentheses are  abbreviations used  by the  game  when
               displaying ship information:
                  









                                                                        2


                  Fluxholes (FH):   Fluxholes  add energy  to  a  ship
                     while a  ship is located atop one.  Only one ship
                     may occupy  a square with a fluxhole.  Some ships
                     also go  above their  normal maximum  when  in  a
                     fluxhole.
                  
                  Stargates (SG):  Stargates transport a ship which is
                     in the same square as they at the end of the game
                     turn.  The end location is random.
                  
                  Comets      (CO):   Comets destroy  ships  occupying
                     their square at the end of the game turn.
                  
                  Black Hole  (BH):   These invisible vortexes destroy
                     ships occupying them at the end of the game turn.
                     Note  that,   at  the   setup  menu,  black  hole
                     generation can  be set  to "N".   This  will  not
                     affect scenarios, however.
                  
                  
                  It is  important  to  note  the  behavior  of  these
               obstacles.  First, they will never be generated beneath
               a ship, nor will they ever appear doubled up, except in
               the case  of an  improperly made scenario.  Secondly, a
               fluxhole can  disappear while  you are 'sitting' on it,
               so keep a watch.
                  
                  
                  YOUR SHIPS:
                  ----------
                  There are five classes of player ships: the cruiser,
               destroyer, battlestar, energyship, and minesweep.  Each
               ship has  a different purpose, although some are closer
               related than others.
                  
                  CRUISER:   The cruiser  may move two (2) squares per
                     game turn.   They may move over obstacles but may
                     not move  over other  ships.   Cruisers also fire
                     two squares,  giving them  the ability  to  shoot
                     around another  ship, assuming  the path  is  not
                     blocked.   They use  up one (1) unit of energy to
                     move and  fire (i.e.,  1 unit  to more, 1 unit to
                     fire).  Each shot from a cruiser costs 3 units of
                     energy to the enemy.  The maximum energy for this
                     ship is 30.
                  
                  DESTROYER:  Destroyers move one (1) square per turn,
                     and fire  two  (2)  squares,  like  the  cruiser.
                     Destroyers use (1) energy unit to fire and (1) to
                     move.  Their damage varies, but is always greater
                     than that of a cruiser and within the lower range
                     of a  battlestar.    When  shooting  two  spaces,
                     however, their  damage is  fixed at 2 points. The
                     maximum energy for this ship is 30.









                                                                        3


                  
                  BATTLESTAR:  Battlestars fire (1) space and move the
                     same distance  as  destroyers,  but  use  up  (2)
                     energy units  to fire  and  (2)  units  to  move.
                     Damage is  greater than that of a destroyer.  The
                     maximum energy for this ship is 40.
                  
                  MINESWEEP:   A minesweep  picks up  any enemy  mines
                     within a  square of  itself before  any  friendly
                     ships within  that range  can be hit.  This costs
                     no energy.   A  minesweep may  move 1  square per
                     turn at  a cost  of 1  energy.   For a  cost of 2
                     energy they  may lay  a mine within one square of
                     themselves.   The maximum energy for this ship is
                     30.
                  
                  ENERGYSHIP:    Energyships  move  at  a  rate  of  1
                     square/turn but do not consume energy to do this.
                     They cannot  fire, but they may restore up to (3)
                     units of  energy to  any friendly ship within one
                     square.  Energyships are unusual in that they are
                     not destroyed  when their energy is reduced below
                     0, just  immobilized.   Another unique ability of
                     an energyship  is its  capability to  restore its
                     energy, at  a rate  of 2  units/turn.    This  is
                     reduced to  1/turn if  the ship is below 0 units.
                     One crucial  weakness of  the energyship  is  its
                     susceptibility to attack:  it takes double damage
                     from any attack except mines.  The maximum energy
                     for this  ship  depends  on  the  energy  ceiling
                     (usually 50).  See below for more information.
                  
                  
                  
                  PROPERTIES OF ALL SHIPS:
                  -----------------------
                  Any ship except an energyship which is reduced below
               0 energy is removed from the game screen permanently.
                  Ships may only move if they have above 0 energy.  At
               0 energy, the ship is stalled.  It may not move or fire
               until fueled by an energyship or fluxhole.
                  
                  
                  MINELAYING
                  ----------
                  Minelaying is  done by  minesweeps.   A mine  may be
               dropped anywhere on the game board (within one space of
               a minesweep).  The mine will remain active until one of
               two things happens:  an enemy minesweep destroys it, or
               an enemy  ship detonates it (taking damage).  Mines are
               usually invisible,  although they  may be listed at the
               statistics screen  at the  end of  the turn if the mine
               display option  is on  or they  can be  represented  by
               thicker squares on the game board (see setup menu).









                                                                        4


                  Mines are  detonated at  the end  of the  game turn.
               Any ship  on a mine will take damage.  If reduced below
               zero,  that   ship  will   be  destroyed   (unless   an
               energyship).   Take careful  note of  the ships hit and
               their locations, as a careful plan could be jeopardized
               by the surprise weakening of an important ship.
                  
                  
                  THE GAME TURN
                  -------------
                  The game  turn consists  of three segments:  moving,
               firing, and  statistics.   During  the  move  and  fire
               segments, each  players'  ships  alternate  moving  and
               firing.   The order  of ship  actions is  determined by
               their  number.     These  numbers  may  be  changed  by
               designing new scenarios or modifying those included.
                  Fire segment  includes minelaying and energizing, as
               minesweeps  and   energyships  have   no  true   firing
               capabilities.
                  The statistics  sequence includes information on the
               removal  of   ships  (due   to  negative  energy),  the
               restoration of  energyship energy units, the detonation
               and sweeping of mines, and effects of obstacles.  There
               is also  a summary of fleet strength and ship location.
               During this  segment a  check for  victory is done.  At
               the end  of this  segment, you  are given the option to
               save the game or recall another.
                  
                  
                  USE OF THE KEYBOARD
                  -------------------
                  Movement is  done using  very few keys:  the numeric
               keypad (where  7 is  up-left, 3  down-right, 2  down, 4
               left, etc.),  and the  Y and  N keys, C (for continue).
               Unless the computer prompts for another key, entry from
               the number keypad is requested.
                  If you  choose not  to make  a move,  at  the  first
               movement step  (in the  case of  cruisers) you can type
               '5'.   '5' also  cancels firing  during the  fire turn.
               You should  not use  '5' if  you change your mind about
               movement (during  a cruiser  move).  At that point, you
               must either  move back  where you  started (thus ending
               that piece's  move) or bump into another ship (starting
               the piece's  move over).   There  is no  other  way  to
               change a cruiser's move once you have begun.
                  ENDING THE  GAME:   There are  three ways  to exit a
               game in  progress.   You may  wait until the end of the
               game turn,  save, then  exit, or you may wait until the
               victory conditions are reached.
                  













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                  VICTORY CONDITIONS
                  ------------------
                  There are  two ways  to win the game: push any of an
               opponent's energyships below -99, or destroy all of the
               other  player's   offensive  ships  (all  ships  except
               energyships and  minesweeps).   When either  or both of
               these is  achieved, game  play will  continue until the
               end of  the third  sequence, when  the victory  will be
               announced, scores  totalled, and  game  ended.    Ties,
               where both  players achieve one or more of the goals in
               the same game turn, will also be noted.
                  
                  
                  
                  "BUNDLED" GAMES
                  ---------------
                  I have included nine pre-made scenarios.  I tried to
               make  the   scenarios  so   that  they  would  exercise
               different  strategies.    I  welcome  comments  on  the
               scenarios, as  well as  possible modifications to them.
               I  also  welcome  the  writing  of  new  and  different
               scenarios.   Be  creative!    You  can  load  your  own
               scenarios through  the  scenario  menu.    Be  sure  to
               include the .GXY extension.
                  
                  
                  GENERATING SCENARIOS
                  --------------------
                  To make  your own  scenarios, all  you have to do is
               follow a simple pattern.  The difficult part behind the
               scenarios is  balancing off  the forces  to  make  both
               sides equally  powerful, otherwise there is no point in
               playing.
                  To make a scenario, follow these steps:
                  
                  
               I.   Figure out  the locations, types, and strengths of
                  the opposing ships.
               
               II. Create  a pure  ASCII datafile  using an  editor or
                  word processor  (make sure  your word  processor can
                  dump pure  ASCII text).   Use the extension .GXY for
                  all scenario files.
               
               III. Enter  the number  of ships  the player has on its
                  own line.
               
               IV.Then, enter  each  of  that  player's  ships  (count
                  correctly!) with  one of  the following  on  a  LINE
                  ALONE:
               
                              0 - cruiser         1- destroyer
                              2 - battlestar      3- minesweep
                              4 - energyship









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                   Followed by the x and y coordinates (separated by a
                  space) and  the number of fuel units (up to maxfuel,
                  but remember  the appropriate  limits of  each ship)
                  ALL ON  ONE LINE.   Therefore, you'll have two lines
                  per ship,  the first  containing a  digit from  0-4.
                  All of  the ships  of one  player should be typed in
                  together.
               
               V. Do the same for the next player.
               
               VI. Type  the number  of obstacles  you want, terminate
                  the line.
               
               VII.  Type   each  obstacle,   including  each's  x,  y
                  coordinates  and  its  type,  a  number  as  follows
                  (separate each  number with  a space  and  terminate
                  line with a <CR>):
               
                              0 - stargate        1- fluxhole
                              2 - blackhole       3- comet
               
               VIII. Type  the number  of mines  you want.   Each mine
                  should be  specified with  the x,y  coordinate and a
                  player number (1 or 2) on the same line.
               
                  The only  other rules  to follow  are those  for the
               game:   never overlap  obstacles,  obstacles  +  ships,
               ships + ships.
                  
                  
                  EXAMPLE OF A SMALL SETUP (SEE TEST.GXY)
                  ---------------------------------------
                  
                  2
                  0
                  1 1 20
                  4
                  1 2 20
                  2
                  0
                  10 10 15
                  3
                  10 15 10
                  3
                  10 11 0
                  10 12 1
                  10 13 3
                  4
                  9 10 1
                  9 11 1
                  9 12 1
                  9 13 1
                  









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                  Scenario above puts player 1's ships at 1,1 and 1,2,
               with 20  energy respectively.   They  are a cruiser and
               energyship.
                  Player  2  has  a  cruiser  and  a  minesweep,  with
               energies 15 and 10 located at 10,10 and 10,15.
                  Obstacles are  a stargate  at 10,11,  a fluxhole  at
               10,12, and a comet at 10,13.  There are four mines, one
               at 9,10, one at 9,11, one at 9,12, and one at 9,13, all
               dropped by  player 1.   Of  course, player  2  has  the
               minesweep.... hmmm.
                  
                  
                  
                  MENU OPTIONS
                  ------------
                  The options  menu allows the user to set up the game
               to his/her  specifications.   You can customize some of
               the game's features to your tastes.
                  Maximum energy  is the  maximum amount  of energy an
               energy ship  may have.   Normal  ships may exceed their
               maximums on  a fluxhole, but this number is still their
               ceiling.   It is originally set to 50.  Do not set this
               number below 40, as it will upset the strategic balance
               between the ships, and perhaps upset the game's play.
                  
                  
                  SCENARIO NOTES, STRATEGIES
                  ==========================
                  
                  Note on  the scenario "Victory at Muspell": there is
               a minefield  at columns  20  and  21  (the  minefield's
               columns are  marked by  comets at the top and bottom of
               the screen).  This minefield is interspersed with mines
               from each player.  The difficulty for the 2nd player is
               how to traverse the minefield.
                  
                  Note that  the usefulness  of  destroyers  has  been
               altered since  version 1, with the addition of a longer
               shooting range.
                  
                  It might  be helpful  for the 2nd player in the game
               "Barrier Challenge"  to play  with the  notion that the
               battle in the upper left corner is already lost.
                  
                  Never underestimate the usefulness of cruisers.  The
               experienced player  will find  many uses  for them.  In
               fact, they are possibly more powerful than battlestars.
               Of course, their value depends on how they are played.
                  
                  
                  ===
                  










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                  I  welcome   (in  fact,   appreciate)  comments  and
               questions   about this program .  Although I have tried
               to check thoroughly for bugs, there may be a few I have
               overlooked.  If you find any, please leave a message in
               the WINADV forum  to  me, or  to user ID 71505,1277 on 
               EasyPlex.  Also, scenario suggestions are appreciated.
                  
                  
                                             -Al Funk [71505,1277]
                  
                  
                  
                                       UPDATE LOG
                                       ====== ===
                                             
                  
                  (1.0)
                  
                  1.1   Changes and  additions made  to  the  scenario
               library.   Fixed a  nasty little bug where ships killed
               on fluxholes rose from the dead.










































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                  2.0   (not released)  This  version  implements  the
               graphics using  Turbo Pascal 4, dramatically increasing
               text and graphics display speed.  This also fixes a bug
               whereby the  destroyers sometimes  did  more  than  two
               points damage from two spaces.
                  
                  2.1   (not released) Version 2.1 enables the user to
               type the  # of the scenario menu selection he/she would
               like to  run,  rather  than  going  through  the  title
               screens.
                  
                  2.2   Version 2.2 makes it impossible for the player
               to shoot  his/her own ships.  Additionally, a directory
               will be  displayed when  loading other scenarios.  Note
               that this  version requires  use of  the .GXY extension
               for scenarios.
                  
                  2.3   Now, mines  may be represented by thicker grid
               lines of  the appropriate  player's color.   See  setup
               menu.
                  
                  
                  These updates as of 1/30/88.
                  
                  This program  written by  Al Funk,  with  thanks  to
               David Wolpaw for the scenario "Davidius' Victory".

































