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Calcwars v0.40 Beta
5/27/2003
Programmed by Andy Hou
email: andyehou@hotmail.com
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1.  Introduction
2.  Installation
3.  Current Limitations
4.  Controls
5.  Playing the Game
6.  Terrain and Structure Intel
7.  Unit Intel
8.  Damage Chart
9.  In the Future
10. History

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1. Introduction
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Calcwars is a turn based strategy game based on the game Advance Wars for the
Game Boy Advance. Users familiar with the Advance Wars interface will find that
Calcwars is very similar.

Calcwars is like a complicated game of chess. 2 players take turns making
moves. During a turn, a player can build new units, move their own units,
attack enemy units, and capture buildings. This can be done in any order.
A player wins by destroying all the opponent's units or capturing the
opponent's Headquarters.

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2. Installation
===============================================================================

To install Calcwars, send the compressed file calcwar.9xy or calcwar.89y and
the launcher ttstart.9xz or ttstart.89z to your calculator. Run the program by
typing "ttstart("cwdata")" on the home screen entry line.

Note: If you have a program that can run exe-packed programs directly, such as
TICT-Explorer, then the launcher program is not necessary.

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3. Current Limitations
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This version of Calcwars is by no means complete. The key features that have
not been implemented yet include:

*Calculator AI. (Only 2 player)
*Air and navel units. (Only ground units)
*Supply and Join commands.
*Transport units.

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4. Controls
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[ARROWS] - Move cursor in map.
           Move around in menus.
[ENTER]  - Select
[F1]       Brings up game menu if cursor is not on a unit.
           Shows movement range of unit.
           Selects item in menu.
[ESC]    - Deselect
[F2]       Shows attack range of a unit.
           Cancels selections.
           Goes back in menus.
[F5]     - Quick Exit (Exits program immediately from anywhere)

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5. Playing the Game
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--- The Main Menu ---

The Main Menu is the first screen you will see. There are 5 choices:

New Game - brings you to the map selection menu and starts a new game.
Load Game - allows you to load a previously saved game.
Help - displays a reminder of keys used to play the game.
About - displays information about Calcwars.
Exit - quits the program.

--- Selecting a Map ---

When starting a new game, you first select a map. The map is a grid of tiles;
each tile can be a different terrain or structure. Different terrain provide
different defense ratings and have different movement costs. Structures
include cities, bases, and headquarters. All structures under your control give
you 1000 funds per turn. Bases can be used to deploy new units. You can win by
capturing the opponent's Headquarters.

--- The Game Screen ---

Once you select a map, the war will begin! You will see a portion of the map
on the screen. The white box is the cursor. Intel on the terrain and unit (if
there is any) under the cursor will be displayed in the lower left or lower
right part of the screen, depending on the cursor position.

Structures can be in three different colors depending on their control. Player
1 controlled structures are white. Neutral structures are light gray. Player 2
controlled structures are dark gray.

Units are components of your army that are used like chess pieces. Each unit
has its own advantages and disadvantages. Units fall into two categories:
Direct and Indirect units. Direct units attack by moving next to a target and
firing on it. Indirect units fire at a distance, but must wait a turn before
firing. The advantage of Indirect units is that they don't take retaliatory
fire. Player 1's units all face toward the right. Player 2's units face the
left.

All units have a maximum HP (Hit Points) of 10. If a unit gets damaged
to less than 10 HP, its current HP is displayed as a number in the lower right
corner of the unit's picture. If a unit gets damaged to 0 HP, then that unit
is destroyed.

--- Basic Gameplay ---

A turn consists of a player issuing orders to their deployed units and then
selecting end turn from the game menu. The other player then does the same.
When player 1 and player 2 have both finished their turns, a day of battle is
complete. Gameplay continues until one side emerges victorious. Note that
player 1 and player 2 are both human players since AI has not yet been
implemented in this version.

--- War Funds and Deployment ---

It takes funds to deploy units into the field. You receive funds by capturing
and holding structures. Each structure you control gives you 1000 funds every
turn. Unused funds carry over to your next turn.

To deploy a unit, move the cursor over a base that you control and press
[ENTER]. Then use the [ARROWS] to select the unit you want to deploy.
New units can be used on the turn following their creation. Each player can
only have a maximum of 50 units deployed at one time.

--- Unit Movement ---

To move a unit, first select it. Move the cursor over the unit you want to move
and press [ENTER]. The unit's movement range is displayed as highlighted tiles
on the map. These are the tiles the unit can move to this turn. Place the
cursor in the space you want to move the unit to and press [ENTER]. The unit
will move to the tile following the path traced by the movement arrow.

After a unit reaches its selected destination, the Wait command appears. When
you select this command, the unit becomes dark. Darkened units cannot receive
further orders until next turn. Only one unit can be on a tile at one time.

Press [ENTER] over an enemy unit to display its movement range. This looks
similar to a movement range for one of your own units except that you cannot
move this unit. Press [ESC] when done.

--- Capture ---

When you move an infantry or mech unit to a neutral or enemy structure, the
Capture command appears. Select this command to make the unit begin capturing
the property.

All structure have 20 capture points. To capture a structure, you must reduce
its capture points to 0. An infantry or mech unit can reduce a structure's
capture points by the units current HP. So a mech unit at full HP will take
two turns to capture a structure. A damaged mech unit would take longer.

While an infantry or mech unit is in the process of capturing a structure, a
letter 'C' is displayed in the lower left corner of the unit's picture. If the
unit moves away or is destroyed before capturing the structure, then the
structure's capture points resets to 20.

--- Fire ---

When a unit is in a position to attack the enemy, the Fire command will appear.
Select this command to display the attack cursor. Use the [ARROWS] to choose
the enemy to attack if more than one is in range. The estimated damage done
by your unit will appear as a percentage over the enemy unit's Intel box.
Press [ENTER] to confirm the attack. If you are attacking a direct fire unit
with a direct fire unit, your unit will also take damage from the enemy.

Press [ESC] over a unit to display its attack range. The highlighted tiles are
the ones the selected unit can attack. Press [ESC] when done.

--- Supply ---

All units consume fuel as they move. When ground units run out of fuel, they
can no longer move. Some units use ammo as well. When units run out of ammo,
some must revert to their secondary weapon to fire (which does less damage),
and some cannot fire at all.

There are two ways for a unit to receive supplies. All units that are on
structures you control or next to an APC will have their fuel and ammo
supplies automatically replenished at the beginning of each turn. Units on
structures will also regain 2 HP per turn at a cost of 20% of the unit's
deployment cost.

--- Battle Outcome ---

There are two ways to win a battle. One way is to capture the enemy
Headquarters. The other is to destroy all the enemy units.

--- Game Menu ---

Press [ENTER] when the cursor is not over a unit to bring up the Game Menu.
The day and player turn will be displayed along with available funds.

The Game Menu has three choices:

Help - displays a reminder of keys used to play the game.
Options - displays a submenu where you can save, load, or quit a game.
End Turn - after you finish issuing commands, select End to end your turn.

The Options submenu has three choices:

Save - save a game.
Load - load a game.
Exit Map - return to Main Menu.

--- Saving and Loading Games ---

Select save in the Game Menu to save a game. The game will be saved to the file
"cwsav" in the current folder. The old save file (if it exists) will be
overwritten. Saving will fail if the save file is archived.

Select load from the Game Menu or Main Menu to load a game. Loading will fail
if a save file does not exist or the file contains corrupted information.

IMPORTANT: Do not attempt to load modified save files. Error checking in files
is not complete so corrupted files may still be loaded. This could result in
the program behaving strangely or even crashing.

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6. Terrain and Structure Intel
===============================================================================

This table shows the defense rating and movement cost of the different terrain
and structure types.

         Defense Infantry Mech Tire Tread
Sea         0        -     -    -     -
Mountain    4        2     1    -     -
Road        0        1     1    1     1
Bridge      0        1     1    1     1
Plain       1        1     1    2     1
Wood        2        1     1    3     2
City        3        1     1    1     1
Base        3        1     1    1     1
HQ          4        1     1    1     1

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7. Unit Intel
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The following gives information on all the units, including deployment cost,
movement range, movement type, fuel capacity, primary and secondary weapons,
and a short description.

--- Direct Fire Units ---

* Infantry *
Deployment Cost : 1000
Movement Range  : 3
Movement Type   : Infantry
Fuel Capacity   : 99
Weapon 1        : None
Weapon 2        : Machine Gun (Infinite Ammo)

Infantry units have the lowest deployment cost. They can capture bases but have
low firepower.

* Mech (Mechanized Infantry) *
Deployment Cost : 3000
Movement Range  : 2
Movement Type   : Mech
Fuel Capacity   : 70
Weapon 1        : Bazooka (Ammo:3)
Weapon 2        : Machine Gun (Infinite Ammo)

Mech units can capture bases, and have superior firepower over infantry. Their
bazooka is relatively effective against recon and tank units.

* Recon *
Deployment Cost : 4000
Movement Range  : 8
Movement Type   : Tires
Fuel Capacity   : 80
Weapon 1        : None
Weapon 2        : Machine Gun (Infinite Ammo)

Recon units have a high movement range and are strong against infantry and mech
units. They are ineffective against tanks.

* Tank *
Deployment Cost : 7000
Movement Range  : 6
Movement Type   : Treads
Fuel Capacity   : 70
Weapon 1        : Tank Cannon (Ammo: 9)
Weapon 2        : Machine Gun (Infinite Ammo)

Tank units have high movement ranges and are effective against all units except
Md Tanks. They are very effective against infantry.

* Md (Medium) Tank *
Deployment Cost : 16000
Movement Range  : 5
Movement Type   : Treads
Fuel Capacity   : 50
Weapon 1        : Md Tank Canon (Ammo: 8)
Weapon 2        : Machine Gun (Infinite Ammo)

Md Tank units' defensive and offensive ratings are the highest of the ground
units, but they are also the most expensive.

* APC (Armored Personnel Carrier) *
Deployment Cost : 5000
Movement Range  : 6
Movement Type   : Treads
Fuel Capacity   : 70
Weapon 1        : None
Weapon 2        : None

APC units resupply neighboring friendly units' gas and ammo supplies at the
beginning of your turn. They carry no weapons and cannot attack.

Note: In a latter version, APCs will be able to transport infantry and mech
units.

* Anti-Air *
Deployment Cost : 8000
Movement Range  : 6
Movement Type   : Treads
Fuel Capacity   : 60
Weapon 1        : Vulcan Gun (Ammo: 9)
Weapon 2        : None

Anti-air units work well against infantry and mech units. They're weak
against tanks.

Note: In this version, Anti-Air units are less useful since air units are
not implemented yet.

--- Indirect Fire Units ---

* Artillery *
Deployment Cost : 6000
Movement Range  : 5
Movement type   : Treads
Fuel Capacity   : 50
Weapon 1        : Canon (Ammo: 9)
Weapon 2        : None
Attack Range    : 2-3

Artillery units are an inexpensive way to gain indirect offensive attack
capabilities. Their canon is effective against all ground units.

* Rockets *
Deployment Cost : 15000
Movement Range  : 5
Movement Type   : Tires
Fuel Capacity   : 50
Weapon 1        : Rockets (Ammo: 6)
Weapon 2        : None
Attack Range    : 3-5

Rockets have a larger range than artillery units. However, they are more
expensive and are harder to deploy.

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8. Damage Chart
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The damage done by a unit depends on the type of unit that is attacking and
the type of unit that is defending. The following chart shows the percent
damage that a unit will inflict on another unit at full HP and with a
defense rating of 0.

        INFT  MECH  RCON  TANK  MTNK  APC*  AAGN  ARTL  RCKT
INFT     55%   45%   12%    5%    1%   14%    5%   15%   25%
MECH     65%   55%   85%   55%   15%   75%   65%   70%   85%
RCON     70%   65%   35%    6%    1%   45%    4%   45%   55%

TANK     75%   70%   85%   55%   15%   75%   65%   70%   85%
MTNK    105%   95%  105%   85%   55%  105%  105%  105%  105%
APC*      X     X     X     X     X     X     X     X     X 

AAGN    105%  105%   60%   25%   10%   50%   45%   50%   55%
ARTL     90%   85%   80%   70%   45%   70%   75%   75%   80%
ROKT     95%   90%   90%   80%   55%   80%   85%   80%   85%

The damage done by a unit decreases proportionally as the units HP decreases.
The damage done also decreases as the defense rating of the terrain the
defending unit is on increases.

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9. In the Future
===============================================================================

Calcwars is an unfinished program. The following is a list of items that will
probably be implemented in future versions, with items near the top given
higher priority. This could change depending on feedback I receive.

* Join command
* Supply command
* Transport units
* Calculator AI (Ability to play against calculator)
* More maps
* Battle graphics
* Multiple save files
* Air and Navel units (Deployed by Airports and Seaports)
* Campaign mode
* In game tutorial
* Undo (Redo) last move
* COs (Different commanding officers as in Advance Wars)
* Fog of war mode
* On calc map editor

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10. History
===============================================================================

Calcwars v0.40 Beta (5/27/2003)
	* TI89 version created.
	* Screen redrawing optimized (no longer redraws entire screen).
	* Minor graphical adjustments in menus.

Calcwars v0.35 Beta (5/21/2003)
	* First public release.
