Provided by: crimson_0.4.8-1_i386 bug

NAME

       crimson - a hex-based tactical combat game

SYNOPSIS

       crimson [--level level] [--width w] [--height h] [--fullscreen 1|0]
               [--sound 1|0]

       crimson {--help | --version}

DESCRIPTION

       Crimson Fields is a tactical war game in the tradition of  the  popular
       Battle  Isle.  Two  players  command  a  number  of  units  on a map of
       hexagons,  trying  to  accomplish  mission  objectives   ranging   from
       defending  important  locations  to simply destroying all enemy forces.
       Damaged units may be  repaired  or  replaced  by  new  recruits,  while
       victorious  squadrons will improve their abilities so they will be even
       more difficult to beat next time.

       The game can be played against a human adversary in  hot-seat  mode  or
       via e-mail, or against a computer player.

       The level editor cfed(6) can be used to create your own levels.

OPTIONS

       If  called  without options crimson will open its main window using the
       settings from the last session or the defaults if no previous  settings
       exist.

       --level level
              Skip the level selection window and load the mission file level.
              The file may be either a standard level file or  a  saved  game.
              When  starting  a new game this way you will be playing a single
              map against the computer without any handicaps.

       --width w
              Set screen width to w. Minimum screen width is 320.  Default  is
              800.

       --height h
              Set screen height to h. Minimum screen height is 240. Default is
              600.

       --fullscreen 1|0
              Turn fullscreen mode on/off. The default is to start in windowed
              mode.

       --sound 1|0
              Turn sound on/off. The default is on.

       --help Print a usage message on standard output and exit.

       --version
              Print version information on standard output and exit.

       The display and sound options given to crimson on startup will be saved
       to file and restored on the next program start.

GETTING STARTED

   Introduction
       The once peaceful planet Nexus  has  been  invaded  by  beings  calling
       themselves  the  Empire  of Kand who are determined to conquer Nexus or
       destroy it completely. The public unrest  has  become  violent  as  the
       people  attempt revolution against the invasion, but the Empire of Kand
       are quick to silence opposition. Nexus is on the verge of war  and  its
       people have formed factions to battle the Empire. As a member of one of
       the major rebel factions, the Free Nexus Army, your goals are  obvious:
       to  drive  the intruders back to whichever part of the galaxy they came
       from and restore peace on planet Nexus...

       (This is the background story for most of the included missions and the
       default  campaign. There may be maps with entirely different settings.)

   Main Menu
       The main screen presents a number of widgets to configure the game. The
       most important decision is whether you want to play a skirmish match, a
       campaign, or load a saved game. Skirmishes are stand-alone  maps  while
       campaigns consist of a number of maps which must be played (and won) in
       sequence. Each map that you advance to during a campaign will  also  be
       unlocked  for  skirmish  matches.  While  campaigns  can only be played
       against the computer, skirmishes can additionally be played as hot-seat
       matches  (two  players on one computer taking turns), or e-mail matches
       (see Play-By-E-Mail), and when playing against the computer you get  to
       choose  which  side  you  want  to play on. For both game types you can
       optionally define a handicap, to make the game a bit easier or  harder.
       What  this  means  exactly  depends on the map being played but in most
       cases a handicapped player will have fewer units or  resources  at  his
       disposal than his opponent.

       The large box on the left lists all available skirmishes, campaigns, or
       saved games, while the box on the right displays a small image  of  the
       selected  map  or, for campaigns, the story. For skirmishes, the number
       in brackets shows the recommended number of players. Missions  designed
       for  one  player  are often rather unbalanced if played against another
       human since the computer plays so different from a  human,  although  a
       handicap can sometimes fix this.

       After you have selected a map hit Start to enter the game.

   First Steps
       After  starting  the  match  you  will  be  presented  with the mission
       briefing. Here you are given your orders and objectives to win the map.
       As  both  players  usually  have  different and conflicting goals, each
       player gets his own briefing session at  the  beginning  of  his  first
       turn.

       After  the  briefing  you  will be presented with the map. This is your
       command center. From here you can issue most of the  orders  that  will
       determine  the  outcome  of  the mission. The first player commands the
       yellow units while the second player or computer takes control  of  the
       blue units.

       The  map  consists  of small regions of land (or water) each known as a
       hex (sometimes also called field or square).  Left-clicking  on  a  hex
       selects  that hex and moves the cursor to it. If there is a unit on the
       selected hex then a small bar will appear in  the  lower  left  of  the
       screen  showing the rank of the unit, its type, and the squad size (see
       Experience for more information about ranks). If  there  is  instead  a
       building  or shop on the selected hex, the information bar displays the
       name  of  the  shop  and  possibly  some  icons  representing   special
       attributes (see Crystals for details). Shops may occupy several fields,
       but they only have a single entrance, which is marked by the colour  of
       its  owner.  Buildings  with  a  white  entrance  are  neutral  and not
       controlled by any player.

       A right-click on one of your units generally brings up a  context  menu
       for  that  unit (this does not apply to enemy units). Here you can view
       the unit stats, or inspect  its  contents  (transporters  only).  Other
       units  like  mine-sweepers  may  have special skills which also show up
       here. If the unit is not a transporter and does not offer  any  special
       skills,  the  menu  is  skipped and you are directly taken to the stats
       display.

       The stats window is basically divided in two parts. The top part  shows
       the  unit  name  and  its  values  for speed, armour, and effectiveness
       against ground troops, aircraft, and ships in that order, from the  top
       left  to the bottom right. Most units have a weapon range of 1, meaning
       they can shoot at units one hex away (i.e. directly next  to  it).  For
       units  with  different  settings, the actual range is given in brackets
       after the weapon power. The second part of the window  lists  the  most
       important  terrain types. Shaded terrain indicates that the unit cannot
       cross that ground.

       Right-clicking anywhere but on a unit or pressing F1 pops up  the  Game
       menu  where  you  can review your mission objectives, take a look at an
       overview map, or save your game, for example.

       You select one of your units by simply clicking on it. Large  parts  of
       the map will now be shaded to indicate that the unit cannot move there.
       Unshaded enemy units are potential targets. To move  to  an  accessible
       field  or  attack a foe, simply double-click the respective hex. If you
       accidentally sent your unit to a hex you did not  want  it  to  go  to,
       right-clicking  on  the unit gives you the option of reverting the last
       move, as long as it did not trigger any special events.

       If you click twice on one of your shops or a  neutral  one,  you  enter
       that  building. Of course, you can also move units into shops, although
       only some units (Infantry in the default set) can move into  shops  not
       owned  by  you,  and some buildings may not allow all unit types. Quite
       often buildings are important  mission  objectives.  Taking  the  enemy
       headquarters,  e.g.,  is  a  very  common  goal. But even if you do not
       specifically need to control a certain shop for victory, it  can  still
       be  very  helpful  as  it may be possible to repair or build units (see
       Crystals).

       When you have issued all orders, select End Turn from  the  Game  menu.
       Your commands are then executed, fights are resolved, and your opponent
       gets his chance to strike back...

MOVEMENT

       Each unit may only move once each turn, and only if it did not initiate
       combat on the same turn. Artillery and Anti-Aircraft Guns cannot attack
       if they have already been moved on the same turn. To move around on the
       map,  a unit needs movement points. The number in the upper left corner
       of the unit information dialog (which can be brought up for one of your
       units  by right-clicking it) indicates how many hexes the unit can move
       under optimal circumstances. The actual range is determined by  several
       factors.

       For  ordinary  ground units the terrain can greatly reduce the range of
       action. The maximum can only ever be reached on roads, everything  else
       will  slow  the  unit  down,  and  mountains  more  so than forest. For
       airborne units or ships, terrain is of no importance.

       Enemy units can be trapped in order to prevent them from using superior
       speed  or to deny them access to certain areas of the map. A unit which
       attempts to cross a hex between two hostile units or one  hostile  unit
       and  inaccessible  terrain  will  be  stopped immediately after passing
       through.

       A unit cannot leave a transport or building and enter  another  one  on
       the same turn. Enemy buildings can only be conquered by infantry units.

COMBAT

   Results
       Basically the probability to hit an enemy unit in combat  is  the  same
       for  all  unit  types,  although  the  attacker  always  gets  a slight
       advantage. This hit probability is then modified  by  effects  such  as
       experience,  distance  to  the target, terrain, or wedging (see below).
       Similarly, each unit gets assigned a probability for evading an  attack
       which  is then modified by experience, terrain effects and blocking. If
       a unit scores a hit it will increase its attack pool by an amount equal
       to  its  strength. A unit which successfully evades an attack will have
       its defence pool grow by an amount  equal  to  its  defence  or  armour
       value.  Finally,  each  attack  pool is compared to the enemy’s defence
       pool, and the resulting ratio determines the casualties on both  sides.

   Terrain
       Terrain  is an important factor in combat as it can heavily influence a
       unit’s effectiveness. For example, fighting on a road  or  open  plains
       will  greatly  increase  attacking  strength but offers relatively poor
       defensive capabilities, whereas a unit in  the  mountains  will  profit
       from  the higher position in both attack and defence. Terrain modifiers
       do not apply for aircraft.

   Wedging
       Friendly units can help increase the combat strength  of  an  attacking
       unit  without  attacking  themselves.  For  each friendly unit which is
       adjacent to and capable of shooting at the defender, the attacker  will
       get  a  10 per cent bonus. If the unit is adjacent to the defender, but
       cannot attack it the bonus is reduced to 5 per cent. A friendly unit in
       the  back  of the defender will earn another 5 per cent bonus, or 10 if
       it could also attack.  It  does  not  matter  whether  a  wedging  unit
       actually  attacks  the  defender.  Wedging does not work for long-range
       attacks.

   Blocking
       In a manner similar to  wedging,  defending  units  may  improve  their
       position in combat. For each friendly unit adjacent to the attacker and
       the  defender,  the  defending  unit  will  have  its  combat  strength
       increased  by  10  per  cent. Just like wedging, blocking does not help
       against long-range attacks.

   Experience
       Veteran units are usually much stronger than newly assembled  ones.  If
       you  manage  to  wipe  out  an  enemy unit your unit will receive three
       experience points. If the enemy is only damaged you will still get  one
       point.  Every  three  experience  points  a unit advances to a new rank
       which improves its combat skills. Still, a seasoned infantry unit  will
       have  a  very  hard  time  against  a group of recently recruited heavy
       tanks. Destroying mines does not earn any experience points.

CRYSTALS

       Crystals represent the resources required to maintain and enlarge  your
       army. You need them to repair damaged units or build new ones.

   Repairs
       Units which have been damaged in combat can be repaired in any building
       equipped for this purpose (a workshop). To check whether a building  is
       a  workshop, click on it. For workshops a wrench icon will be displayed
       in the small info bar that appears in the lower left of the screen, and
       a  repair  button  is  available in the icon bar inside. Repairing will
       restore a unit to its  full  strength  and  requires  an  amount  of  5
       crystals,  no  matter  what  kind  of  unit  it  is or how badly is was
       damaged. Apart from the crystal cost  the  unit  loses  one  experience
       point for each rookie that fills up an empty slots.

       The  ability  to  repair  damaged  units  is not necessarily limited to
       shops. Some unit types may offer the same service  (from  the  standard
       unit  set,  for  example, the Aircraft Carriers can bring aircraft back
       into shape). Repairs  in  units  works  exactly  the  same  way  as  in
       workshops, and you also need to supply the crystals to do so.

   Production
       To  build new units you need some crystals and a factory (hammer icon).
       The amount of crystals required depends on the type of unit you want to
       build: A squad of light reconnaissance vehicles is cheaper than a group
       of heavy attack choppers. Most  factories  can  not  produce  all  unit
       types,  even  if  you  could  afford it. If you click on the production
       button inside a factory, you are shown the list of units which  can  be
       built  in this particular factory. Next to each unit type is the amount
       of crystals that will be consumed. Newly built units can only  move  on
       your next turn.

   Mines
       To  replenish  your  supply  of  crystals  you  need  mines.  Mines are
       buildings which ’produce’ a certain amount of crystals each turn.  They
       can not be identified from the outside. Many maps do not have any mines
       at all, so it is always a good idea  to  consider  carefully  what  you
       spend  your resources on. Crystals can be transferred from one building
       to another (e.g. from a mine to a factory) using any transporter  unit.

PLAY-BY-E-MAIL

       If  Crimson  Fields  is  played  in  play-by-e-mail mode, the game will
       automatically be saved whenever a player ends her turn.  The  resulting
       save  file  can then be sent to your opponent using your favourite mail
       client program.

       On your first turn you will be  asked  for  a  password.  You  will  be
       prompted  for  this  password at the beginning of each of your turns to
       prevent your opponent from spying. Note,  however,  that  the  password
       only  offers very mild protection if you are playing against deliberate
       cheaters. Choose your enemies carefully!

FILES

       Unix ~/.crimson/crimsonrc~/.crimson/levels/

SEE ALSO

        cfed(6), bi2cf(6)

COPYRIGHT

       Copyright © 2000-2005 Jens Granseuer

       This software is distributed under the terms of the GNU General  Public
       License: http://www.gnu.org/copyleft/gpl.html (GPL).

AUTHOR

       Jens Granseuer.

                                  June 3 2005                       CRIMSON(6)