OPERATION COM*BAT Typed by AMAZON for LSD. MOUSE AND KEYBOARD CONTROLS All OPERATION COM*BAT actions are controlled via the mouse. The left mouse button initiates actions, while the right mouse button displays menus. The keyboard is used to input specific MODEM AND OPPONENT PARAMETERS, filenames, and messages when playing between two computers. Messages between players maybe typed any time during game play, using the SEND and RECV lines at the bottom of the display. VERIFICATION REQUESTER/DIALOG A verification requester/dialog will appear on your screen whenever you request an action that might drastically effect the current game configuration. The requester/dialogs will request an action from the player, and the game will proceed until a valid response is made. These requesters/dialogs are designed to protect you from accidentally initiating that may irreversibly change some aspect of the game play, or inadvertently break the teleconnection. Please read them carefully before responding, otherwise you may initiate an action that you actually do not want to occur. OPERATION COM*BAT OVERVIEW OPERATION COM*BAT lets you pit your military skills against those of the computer in a graphically animated, Computer Battle Game. It also allows you to play against another human player, either on a single computer, or over the telephone with two computers equipped with modems. OPERATION COM*BAT provides 6 perspectively viewed, Battlefield Terrain maps upon which the game may be played. Each offers different military problems to be solved by the strategy, tactics and intelligence of the player or players. These Battlefield Terrain maps include ROCKY CANYON, JUNGLE RUINS, DESERT DUNES, RIVER MEADOW, MARSHLAND BOG and ARCHIPELAGOS. Four types of animated military attack ordnance are provided, as well as supply vehicles and air support. Game pieces will move, aim and fire on command. To select any ordnance unit, simply point the mouse pointer to any game piece visible on the Battlefield Map, or to one of the positions marked on the Tactical Grid, and press the mouse button. The chosen ordnance unit will now be marked by a surrounding bracket. To move the selected unit, point to any Battlefield Map location within range and press the mouse button. To FIRE the selected unit, choose any firing angle from the firing cluster, then point to and click on the Firing control. A player's turn lasts until each ordnance unit has either moved and fired once, or the TURN TIMER runs to zero. Play can be passed to the other player at any time by clicking on the PASS control once the player has made all the moves he wishes for that turn. Each time an ordnance unit is hit by enemy fire, it sustains damage. If it receives too much damage, the piece is destroyed and removed from the Battlefield. As units run short of AMMO or FUEL, they can be resupplied (using the Supply Control Cluster) from Supply vehicles which are positioned adjacent to them. Supply vehicles can resupply only at HeadQuarters. If Air Support is activated, it may be called as long as less than five pieces have moved and less than FIVE shots have been fired. The goal of OPERATION COM*BAT is to destroy the enemy's HeadQuarters - not an easy task! DISPLAY AND CONTROL The OPERATION COM*BAT display is divided into two sections. The upper half display is the BATTLEFIELD TERRAIN MAP, while the lower half of the display is referred to as the CONTROL PANEL. BATTLEFIELD TERRAIN MAP The Battlefield Terrain Map is a close-up perspective view of the current battlefield with both BLUE and RED military ordnance in position. At any given time one-sixth of the Battlefield is displayed. Movement and attacks by ordnance units are graphically animated on this Battlefield Terrain Map. Generally, only those areas of the map containing a player's unit can be viewed. However, calling AIR SUPPORT, will scroll across the one-third portion of the Battlefield Map over which the Air Support flies - revealing and updating enemy positions as it does so. CONTROL PANEL The lower half of the OPERATION COM*BAT display is the Control Panel. The Control Panel is comprised of five distinct areas which provide information, game controls, and a user-to-user interface. These sections are as follows. <<>> The Ordnance Status Table <<>> The Tactical Grid <<>> Ordnance Controls <<>> RECV & SEND Message Lines <<>> Game Turn Timer <<>> Connect Timer ORDNANCE STATUS TABLE The Ordnance Status Table displays the current status of the selected ordnance. Whether a unit has enough supplies of FUEL and AMMO, as well as the Defence to complete a mission, or the GUN RANGE or POWER to destroy an enemy, can be determined with a glance at the table. The player is well advised to note the stats of both his own units, and those of his enemy. The Ordnance Status Table lists unit data in the following areas. ORDNANCE TYPE - type of military unit currently selected; either Heavy or Light Armour, Heavy or Light Artillery, Supply Vehicle, Air Support Transmitter, or the HeadQuarters. Defence - the strength of the unit, where zero Defence means the unit is destroyed. All units begin with maximum Defence for that ordnance type. MOBILITY - the maximum mobility range for the selected unit, where 1 mobility unit will move the ordnance 1 horizontal or 1 vertical square on the Tactical Grid Map (32x20). GUN RANGE - the maximum horizontally fired gun range for the selected unit as measured on the Tactical Grid, where 1 Gun Range unit = 1 sq. This range is always limited to grid cells at least partially visible on the Battlefield Map, except for one row to the top and one row to the bottom of the Battlefield Map which is not displayed, but still within Gun Range. GUN POWER - the amount of damage to be subtracted from the target enemy unit's Defence stat with each successful hit by this ordnance type. AMMO - amount of ammunition remaining to this unit, where 1 Ammo = 1 Firing. FUEL - amount of fuel remaining to this unit, where 1 Fuel = 1 cell of movement across the map. POSITION - both horizontal (X Grid) and vertical (Y Grid) coordinates of the selected unit on the Tactical Grid Map. TACTICAL GRID MAP The Tactical Grid Map displays the whole Battlefield Terrain Map under a 32x20 grid overlay upon which prominent Battlefield Map features are displayed. The Terrain Grid Map displays positions for each unit of the army whose turn is current, and the last known positions of previously detected enemy units. Enemy positions are updated whenever a player selects a friendly unit in the vicinity. Position updates occur only when the map area in question is displayed within the upper Battlefield Map display. When a player no longer has any units in that vicinity, it is not possible to view that area without calling Air Support. Reconnaissance provides updates on enemy units which are received for the entire one-third portion of the Battlefield Map over which the Air Support flies, each time Air Support is called. The selected unit indicates its Tactical Grid Map position by blinking on and off. Another friendly unit may be chosen for action by clicking one of the friendly coloured squares on the Tactical Grid Map with the mouse. Red squares indicate RED army units, while yellow squares indicate BLUE army units. ORDNANCE CONTROLS The Unit Command Controls which are used to initiate actions, are separated into four distinct clusters. Activity controls are PRIMARY COMMAND, FIRING DIRECTION, SUPPLY and AIR SUPPORT, and are highlighted when active. Selection controls are AMMO and FUEL under Supply, and TOP, MID and LOW under Air Support. Choice controls are highlighted whenever selected and are unhighlighted when they are not selected. FIRING DIRECTION CLUSTER The Firing Direction Cluster highlights the current firing angle for a selected unit. Eight different firing angles are available, one for each of the eight major compass points. +----+ +---+ +----+ | NW | | N | | NE | +----+ +---+ +----+ \ | / +---+ \ | / +---+ | W |-- * --| E | +---+ / | \ +---+ / | \ +----+ +---+ +----+ | SW | | S | | SE | +----+ +---+ +----+ Care should be taken when determining diagonal firing trajectories. Consulting the cells marked on the Tactical Grid Map will provide accurate plots of enemy units that can be hit on the diagonals. PRIMARY COMMAND CONTROL CLUSTER The Primary Command Control Cluster provides controls to page through the unit lists in either direction, to indicate MOVE, to PASS or FIRE. +----+ The << and >> controls allow the player to page through the entire | << | ordnance unit list for each piece remaining in the game that is being +----+ played. +----+ It offers a quick method of determining if all units were considered | >> | for action. +----+ +------+ The MOVE control indicates whether the selected unit has moved this | MOVE | turn. All actual unit movement is always commanded in the +------+ Battlefield Map display +------+ The PASS TURN control is chosen whenever a player has finished unit | PASS | activity and wishes to Pass the turn to his opponent before the +------+ Turn Length Timer is zero. Otherwise the turn will Pass when the Turn Length Timer reaches zero, or immediately following a call for Air Support. +------+ The FIRE control is chosen to fire the guns of a selected unit. | FIRE | The unit's current firing direction is always indicated on the +------+ Firing Direction Compass Cluster. A unit may be supplied with either FUEL or AMMO once during a turn. Supply may occur whenever the supply vehicle is adjacent to the vehicle that is requesting SUPPLY (North, South, East, or West). +---------------+ | S U P P L Y | +---------------+ +------+ +------+ | FUEL | | AMMO | +------+ +------+ Either FUEL or AMMO may be chosen as the material being supplied, and is so marked. Clicking SUPPLY will supply the current unit the maximum quantity of fuel or ammunition allowed for that ordnance type. Supply vehicles can never resupply each other during the course of a game. For a supply truck to be resupplied with fuel, it must return to its HeadQuarters. If a Supply Truck runs out of FUEL before HeadQuarters is reached, it is stranded for the remainder of the game. It is still possible, however, for units to be supplied from this stranded supply vehicle, as long as they have sufficient fuel to reach it. AIR SUPPORT CONTROL CLUSTER When Air support is activated (see the OPTIONS menu), the Air Support Control Cluster is accessed to control the flight path of an air attack, and to call the attack on the enemy. +---------------------------+ | A I R S U P P O R T | +---------------------------+ +-------+ +-------+ +-------+ | T O P | | M I D | | L O W | +-------+ +-------+ +-------+ If the Transmitter has not been destroyed, AIR SUPPORT may be called, and as long as less than FIVE units have been moved, and less than FIVE units have been fired. When a fifth unit moves or fires, Air Support is deactivated for the remainder of that turn. The Air Support TOP, MID and LOW controls select that portion of the Battlefield Terrain Map over which Air Support will fly. The attack plane will randomly strafe 1 of 7 grid rows within the one third map portion that is indicated. Each enemy unit that is encountered on that selected row will receive FIVE points of damage. A player's turn ends after Air Support has completed a strafing run on the enemy and has reconned all enemy positions in the flight area. RECV and SEND Message Lines The RECV and SEND message lines, which are displayed across the bottom part of the Control Panel, are only activated after a teleconnection has been established on another computer. All alphanumeric keys typed on the keyboard will be displayed on the SEND line. Message Text will be transmitted on the teleconnected computer either when the RETURN key is pressed, or when the end of the SEND line (72 characters) is reached. The RECV message line displays incoming text messages from your teleconnected opponent. A chime sounds when an incoming message is received to alert the player to read the message. With some modems the RECV line will echo your SEND message should the teleconnection be broken. On DISCONNECT the SEND and RECV lines are disabled. TURN TIMER The Turn Timer displays the time remaining in a given turn. Turn times are set under the Options Menu. CONNECT TIMER The Connect Timer indicates the elapsed time since the latest teleconnection with another computer was made. This is particularly useful for reminding players how long they have been on the telephone. ORDNANCE UNITS - THE GAME PIECES There are seven types of ordnance units that are positioned on the Battlefield Map at the start of each OPERATION COM*BAT game. Each of the three Battlefield Maps offers four game piece scenarios (see the SCENARIO menu) that provide various unit configurations and placement. Each ordnance type differs in DEFENCE, MOBILITY, GUN RANGE, GUN POWER, and unit FUEL and AMMO. It is important that players use ordnance types effectively, together and alone, to maximise their effectiveness. HEADQUARTERS The HeadQuarters (HQ) for each army is represented by a flagged tent. HQ is a stationary objects and cannot fire on the enemy. Its sole defence rests with the other mobile ordnance units. A game is won when a player destroys his opponents headquarters. Conversely, it is important for a player protect his HQ to prevent his opponent from winning the game. TRANSMITTER The Transmitter is a stationary object that cannot defend itself. Its sole purpose is to call Air Support. If the Transmitter is destroyed, then Air Support cannot be called for the remainder of the game. It is important to protect your Transmitter, and attempt to destroy the Transmitter of your opponent, if the game is to be won. LIGHT ARTILLERY The Light Artillery is depicted as a jeep with a mounted, short range RPG. These units have the longest MOBILITY range, and the largest FUEL and AMMO supply of any ordnance type. On the other hand, they have the lowest DEFENCE, GUN RANGE and GUN POWER. Light artillery are usually the first to attacxk, but without the support of heavier units, will likely be the first to be destroyed. Nevertheless, combined they can produce enough fire power to take out any enemy unit. LIGHT ARMOR Light armor is represented as a single barrel light tank. They initially carry a respectable quantity of FUEL and AMMO, have good MOBILITY, GUN RANGE and POWER. Light Armor provides good backup support for Light Artillery. They are effective when used with heavier units to destroy enemy units. HEAVY ARMOR Heavy Armor is represented as a two-barrel tank. These units have a high DEFENCE rating, GUN RANGE reaching almost anywhere on the Battlefield Map display, and a very high GUN POWER. They can fire on lighter enemy units, and remain out of range of return enemy fire. HEAVY ARTILLERY Heavy Artillery should really be considered a Heavy ARMORED Artillery. They are represented as large gun barrels on treads. Heavy Artillery have the highest DEFENCE, GUN POWER and GUN RANGE, and are the strongest units in the game. FUEL, AMMO and MOBILITY are all low, so require constant resupply. Its extremely long GUN RANGE can effectively be used for defence along the right and left borders of the Battlefield Map, where they can see and fire farther (11 cells) than any approaching enemy units. SUPPLY VEHICLE The Supply Vehicles are represented as trucks, and are unable to fire upon the enemy. They do have a huge FUEL and MOBILITY range, however. They are solely used to resupply FUEL and AMMO to combat units in the field. Because of the low DEFENCE of the Supply vehicles, it is important they be kept out of range of enemy fire. Supply Trucks are strategically important in OPERATION COM*BAT. Offensive thrusts without the support of supply vehicles fizzle and die, as combat units run out of FUEL and AMMO. On the other hand, a player able to destroy his opponent's supply vehicles has struck him a very crippling blow. STARTING OPERATION COM*BAT OPERATION COM*BAT will begin when you select NEW GAME under the PLAY menu. Two small data files load from disk and the game begins. NOTE: WHEN PLAYING AGAINST ANOTHER COMPUTER BOTH COMPUTERS MUST BE SET TO THE SAME BATTLEFIELD MAP BEFORE NEW GAME IS SELECTED. The side (Red/White or Blue/Black) that is currently chosen on the play menu always begins a game. Once a game has begun, the positions of all friendly units are displayed on the Tactical Grid Map. In order to select a different unit as the current unit, point the mouse pointer at a unit in the Battlefield Map display and click the mouse button. The Battlefield Map display then realigns itself to the new piece, centering it in the display when possible. The Ordnance Status Table now displays the stats for that unit, and all the Command Gadgets reflect the options remaining for that unit. Another unit, in particular those not in view in the Battlefield Map display, can be chosen by clicking the mouse pointer on a friendly unit that is marked on the Tactical Grid Map. The selected ordnance unit that is within the boundaries of the bracket on the Battlefield Map can be ordered to move by simply pointing the mouse pointer to another location in the Battlefield Map display and clicking the mouse button. If the location isn't impassable (occupied by another ordnance unit, trees, water, rock, etc.), and is within the MOBILITY range of that unit, then the unit will do its best to move to the selected location, avoiding any impassable obstructions. Generally, OPERATION COM*BAT analyzes the move and calculates the best route to reach that destination, taking into consideration the terrain crossed, and the MOBILITY and remaining Fuel of the unit. However, the unit will not always reach the destination, because bridges, hills or sand slow the progress of the unit. Sometimes the destination lies just outside the unit's MOBILITY range. Usually, movement orders that are within the MOBILITY range of the unit are more likely to be succesfully carried out, than those that extend to the farthest reached of the display. Pushing troops beyond their limits can be counter productive. Water is always impassable. Sand, dunes, and hills, are passable, but often cause delays to the advancing unit. Where such type terrain must be crossed, it might be necessary to order a unit to move beyond the destination in the hopes that it at least reaches the destination coordinates. The outcome of such moves is variable with the terrain type being crossed. An astute general will be able to evaluate such moves correctly and make appropriate allowances. FIRING UNITS The game default mode allows each unit to fire once per turn, either before or after a move. If the Double Fire option is enabled under the OPTIONS Menu, then each unit may FIRE, MOVE, and then FIRE again. Set the Firing Direction by first selecting a compass angle from one of the eight in the Firing Direction Cluster. Then click on the FIRE gadget to fire the unit. When a unit is fired, the shell continues in a straight path untill either it: <<>> hits the first enemy unit encountered, <<>> reaches its effective GUN RANGE, <<>> hits an object (OBSTRUCTIVE MODE), <<>> reaches a Battlefield Map boundary. It is possible to hit an enemy unit just off the top or bottom of the screen (1 cell row). This is allowed because of the relatively narrow verticle field of view. Friendly units never receive damage from friendly unit fire. Units hit by incoming enemy fire sustain damage until eventually destroyed. The victor in OPERATION COM*BAT is he who best uses his fire power. Remember the defensive stats of each enemy unit. Don't waste a shot of 4 power on an enemy unit that could have been destroyed with only a 2 power shot. GAME OPTIONS The Options menu offers game options that can be set before a game is begun and include the following: <<>> Choose opponent <<>> Choose a Side <<>> Select a Computer Play Level <<>> Select a Scenario <<>> Set the Turn Timer Lenght <<>> Select a Firing Protocol <<>> Select Firings per Unit per Turn <<>> Activate/Deactivate Air Support CHOOSE OPPONENT Options include either a HUMAN opponent or a COMPUTER opponent. If the COMPUTER opponent is selected, then a Computer Play Level must also be selected. CHOOSE A SIDE The selected army color starts the game, either BLUE/BLACK or RED/WHITE. When playing teleconnected with another computer, the player that starts the game by selected NEW GAME receives the chosen side color. SELECT COMPUTER LEVEL Three computer play levels are provided, NNOVICE, EXPERT and MASTER. SELECT A SCENARIO Four game scenarios, wherein the ordnance placement and number of each ordnance type vary, are provided. The number of each ordnance type is indicated in the scenario subtly changes the strategy and tactics used in the game. When teleconnected, the scenario selected on the computer that starts the game will be the scenario that is played. SCENARIO 1 - 5 of each combat ordnance type and 2 supply vehicles make this the most challenging scenario of all to play. Supply is always short. It is the longest scenario to play. SCENARIO 2 - 6 Light Armor and 9 Light Artillary make this the fastest of all the game scenarios to play. Two supply vehicles are not too big a problem. SCENARIO 3 - 8 Light Armor and 4 Heavy Armor make this a true tank war. 4 supply vehicles keep the offensives on the move. SCENARIO 4 - Extra light ordnance and three Supply Vehicles, a variation on other scenarios. TURN TIMER SETTING The Turn Timer forces the turn to change after a certain number of minutes has elapsed. The timer defaults to 240 seconds. However, anything from 30 seconds to 600 seconds for a human opponent, or 120 seconds to 600 seconds for a Computer opponent, may be selected. The shorter the time allotted, the fewer pieces a player is able to move during the course of a turn. Air Support usually plays a big role in games where the time is set to 120 seconds or less. FIRING PROTOCOL Firing Protocol sets a game to be played in either OBSTRUCTED or UNOBSTRUCTED mode. In the OBSTRUCTED mode all shots explode when they contact any Battlefield impediments such as trees, rocks, etc. In UNOBSTRUCTED mode shots move unimpeded over Battlefield map objects. FIRE/UNIT/TURN This option allows a game to be played with a SINGLE FIRE per unit per turn mode, or a DOUBLE FIRE per unit per turn mode. In DOUBLE FIRE mode units may FIRE, MOVE, them FIRE again. AIR SUPPORT Air Support may be selected as Activated or Deactivated. When Deactivated, the Transmitter is removed from the ordnance units displayed on the Battlefield Map. BATTLEFIELD MAPS Any of the six Battlefield maps may be selected from the Options menu. Each offers a different challenge in terrain types and requires a different strategy to sucessfully master. ROCKY CANYON presents a semi-arid mountainous landscape divided by a deep canyon which is always difficult to cross. JUNGLE RUINS presents the tangle of thick jungle carved with narrow, maze- like pasageways. DESERT DUNES presents an endless vista of dunes that provide no cover and make travel difficult. RIVER MEADOW presents divided territories separated by a river, which can be crossed on a narrow bridge, or on slow access sandbars. MARSHLAND BOG presents a landscape of marshes, lakes, levies, and bridges. ARCHIPELAGOS presents a patchwork of small sandy islands joined by a matrix of rapid transit roadways. PLAYING OPERATION COM*BAT First select your choice of Options from the menus. Then select NEW GAME from the Play menu. Operation COM*BAT will begin. NOTE: WHEN PLAYING AGAINST ANOTHER COMPUTER BOTH COMPUTERS MUST BE SET TO THE SAME BATTLEFIELD MAP BEFORE NEW GAME IS SELECTED. At any time during a Human player's turn the game can be stopped by selecting CEDE/END from the Play menu. A game that was Ended can be continued or Replayed simply by selecting CONTINUE or REPLAY from the Play menu. Any game may be saved, then later loaded and CONTINUED or REPLAYED. However, Replay is disabled whenever the game is played between two computers. When the game is teleconnected to another computer, every correct move made on one computer is echoed on the other computer. The receiving computer, however, does not receive the opponent's Tactical Grid Map display. Make a mental note of enemy stats on each unit (call them intelligence reports) and marking the weaker units as good targets. Focus your offensive actions, allowing your units to work together towards a common objective. Use the borders of the map to your advantage. Keep supply vehicles moving and supplying all units running low on FUEL or AMMO. An otherwise brilliant offensive attack can come to an ignoble end, if the lead units run out of fuel on a bridge or narrow passage. In UNOBSTRUCTED Mode attacks may come from any location. Learn to see possible firing angles for your enemies units, as well as your own. In DOUBLE FIRE Mode even the weaker units are powerful. Think wisely before committing to an unprovoked attack. AIR SUPPORT can be called as long as: <<>> The Transmitter is not destroyed <<>> Less than 5 units have moved <<>> Less than 5 units have fired. Air Support is a very powerful weapon that will quickly reduce the enemy's strength. Called too frequently, though, it gives the enemy the opportunity to position units in a major offensive. Relying solely on Air Support rarely wins a game. However, it just might result in victory for an otherwise losing player, if used frequently at the end of a game. SAVING AND LOADING GAMES Games may be saved, and later loaded and CONTINUED or REPLAYED under the files menu. Enter the filename of the game you wish to save. Select previously saved games from the list, using the mouse. TELECOMMUNICATIONS PLAYING BETWEEN TWO COMPUTERS The TeleComm menu provides options relating to play between two computers. There are four possible teleconection modes into which your computer may be set: <<>> Dial Telephone Number <<>> Answer Telephone <<>> Null Modem Connect <<>> Disconnect The computer will always be set to one of these four Telecommunication modes. The default is DISCONNECT when the game begins. In order for a player to initiate a teleconnection with another computer, one of the other items must be selected. DIAL TELEPHONE NUMBER This menu selection tells your modem to DIAL THE TELEPHONE NUMBER you requested (see Modem and Opponent Parameters). ANSWER TELEPHONE This menu selection designates this computer as the one that waits for and answers the call from the other computer when attempting to establish play between two computers. The computer instructs the modem to answer the telephone the next time it rings. NULL MODEM CONNECT This menu selection instructs OPERATION COM*BAT to bypass modem communication routines, and directly connect to another computer via a null modem cable between the serial ports of each. DISCONNECT This menu selection breaks the connection between another computer, previously connected by selecting DIAL TELEPHONE #, ANSWER TELEPHONE, or NULL MODEM CONNECT. Both computers must always select DISCONNECT when a session has ended. SETTING MODEM AND OPPONENT PARAMETERS Modem and Opponent Parameters may be set from the menus. OPERATION COM*BAT allows you to save the Modem and Opponent Parameters so they can be recalled instantly when needed. MODEM PARAMETERS These settings can be edited to conform to your modem and saved to the disk, so that each time OPERATION COM*BAT loads it defaults to the requirements of your personal modem. <<>> Baud Rate <<>> Dial Command Modem Settings <<>> Answer Command Modem Settings BAUD RATE - MODEM PARAMETERS Baud rates of 300, 1200, 2400 and 9600 may be selected. Both computers must be set to the same baud rate before a connection can be established. DIAL COMMAND - MODEM PARAMETERS Whenever your modem dials a telephone number, it must first send a signal to your modem that a telephone is about to be sent. If your particular modem, like most, is AT compatible, then either ATDT (for tone dialing) or ATDP (pulse dialing) should be chosen. A custom command entry box is provided for any modems with non-standard modem command sets. Note that this entry box may also be used to add AT commands to the dial command. For example, the command ATX6DT will tone dial the phone, returning result codes, which OPERATION COM*BAT can use to inform you that the number was busy, whether a human and not a computer answered the phone, or whether no- one answered the phone. If characters are displayed in the custom dial command box, then that is the active dialing command. Click the box active, then type the command that you require. ANSWER COMMAND - MODEM PARAMETERS A modem must be commanded to answer the telephone when it rings. If the modem has a built in auto answer feature, ATSO=1 commands it to pick up the phone when it rings once. Some older modems will answer, but must be told to pick up the phone after it rings. The ATA gadget is used in this case. If you have selected this answer command, you would not select ANSWER TELEPHONE menu option until after the telephone rings (see Telecommunication Procedures). Acustom command entry box is provided, should your modem answer command differ from those provided. Click/activate the box, then type in the command you require. OPPONENT PARAMETERS Opponent Parameters can be entered or edited, and saved to disk so they can be recalled as needed. Previously saved Opponent files are listed and may be recalled by first selecting, then loading them with the mouse. Each Opponent file contains information specific to establishing a connection with a particular opponent, such as the OPPONENTS NAME, TELEPHNE NUMBER, and the BAUD RATE that will be used. TELECONNECTION PROCEDURE Playing OPERATION COM*BAT between two computers over the telephone is very easy. OPERATION COM*BAT does all the work of establishing and maintaining the connection, so that the players can concentrate on playing the game. Before you establish a teleconnection, both of the players must set the Opponent Parameters, or LOAD a previously saved Opponent Parameters file from the disk. VOICE CONTACT It is recommended that telephone voice contact be first established between the OPERATION COM*BAT players to decide who will DIAL THE TELEPHONE NUMBER and who will ANSWER THE TELEPHONE. It is also necessary to agree upon the baud rate that will be used for the connection, which should be highest common to both the modems that are being used. After they each hang up the voice call, the player who will answer the call should select ANSWER TELEPHONE FROM THE MENU (if ATSO=1. The dialing computer waits 30 seconds to be sure his opponent is ready, then selects DIAL TELEPHONE NUMBER from the menu. If ATA is the Answer mode, The Player who is dialing should DIAL THE TELEPHONE NUMBER first. The other player then selects ANSWER TELEPHONE FROM THE MENU AFTER HIS PHONE RINGS. TELECONNECTION PROCEDURE SUMMARY 1. Each computer must load OPERATION COM*BAT. 2. Set Modem Parameters, if not set. 3. Load or set Opponent Parameters. 4. Call your opponent (voice) to decide who will call whom. 5. Both computers should be on the same map, and not have a game started. 6. Before hanging up the phone, players decide that a call will be placed in 15 seconds. 7. If ATSO=1 is the designated answer command, the player who answers the phone selects ANSWER TELEPHONE. Then 15 seconds later the other player selects DIAL TELEPHONE NUMBER. 8. If ATA is the designated answer command, one player selects DIAL THE TELEPHONE NUMBER. Then the other player selects ANSWER TELEPHONE when he hears the telephone ring. 9. OPERATION COM*BAT will establish the connection between the computers. 10. Players may now type messages to each other. When they are ready, they may select NEW GAME, or load and CONTINUE a saved game. TELECONNECTION - ANOTHER METHOD A few older, non-standard modems do not answer the phone or recognise the AT command set, and may not initially seem to work with OPERATION COM*BAT. You may still be able to play by using the NULL MODEM CONNECT option. The connect procedure that follows should be used to establish a teleconnection under these circumstances. The computers must each load and use telecommuication software that works with the respective modems. The software should be set to the following parameters. Baud Rate = Your baud rate Parity = NONE Data length = 8 bits Stop Bits = 1 stop bit Duplex = Full Duplex After making a teleconnection between the two computers, quit the telecommunication programs, The telephone connection should remain open between the two modems. Load OPERATION COM*BAT on both computers, After it has loaded, the players should select the NULL MODEM CONNECT menu option. Wait a sufficient time for both computers to get the game loaded and set, then try typing messages to each other in order to determine if a connection was sucessfully established. TROUBLE SHOOTING THE GAME WILL NOT LOAD 1. Have you sufficient free memory for the game to load? 2. Verify that your working copy of the game disk is not damaged. THE GAME WILL NOT DIAL A TELEPHONE # 1. Is your modem connected to your computer and powered? Check the connections between computer and modem. 2. Are MODEM AND OPPONENT PARAMETERS set correctly? If not, set the Parameters correctly. 3. Is your modem compatible with the AT command set? If not consult your modem manual for a dial command that might work, and type it into the Dial Command Box. 4. If all else fails, try the procedure outlined under TELECONNECTION - ANOTHER METHOD. THE GAME WILL NOT ANSWER THE PHONE 1. Is your modem conneceted to your computer and powered? Check the connections between computer and modem. 2. Are your Modem Parameters set correctly? If not, set the parameters correctly. 3. Is your modem compatible with the AT command set? If not, consult your modem manual for an answer command that might work, and type it in the Answer Command Box. 4. Try the ATA command to force the modems to answer the phone. 5. If all else fails, try the procedure outlined under TELECONNECTION - ANOTHER METHOD. TELECONNECTED, BUT GAME WILL NOT WORK 1. Is the same baud rate set on both computers. 2. Had a game already been STARTED on one of the computers? Games should not be started when the teleconnection is first established. 3. Are both computers set to the same Map? Both computers should select the same map before starting a game. 4. Do you have CALL WAITING? Disable CALL WAITING and try again. 5. Try hanging up and re-establish phone (voice) contact to verify all modem settings on each computer. Then try again. CONNECTED AND PLAYING, THEN NO RESPONSE 1. Are you still connected? Check for the Carrier Detect (CD) light on your modem, if it has one. 2. Type in a message. The chime may awaken your component. 3. If the SEND message line echoes back to the RECV message line (with some modems) then you are disconnected. 4. If you have been disconnected, first SAVE the game. Then repeat the connect procedure to reestablish a connection. Then Load the saved game and select CONTINUE. Game play will be picked up where you left off. NOTE: IF THE MENUS ARE DEACTIVATED WHEN THE CONNECTION IS BROKEN YOU CAN CLICK ON THE MESSAGE BAR WITH THE MOUSE TO REACTIVATE THEM. 5. If you have CALL WAITING, it can cause a disruption of telephone game play. Call Waiting should be disabled before attempting to play any game over the telephone. If you do not know how to disable CALL WAITING, please consult your telephone company. End