bionic (6) xscorch.6.gz

Provided by: xscorch_0.2.1-1+nmu1build1_amd64 bug

NAME

       xscorch - Annihilate enemy tanks using overpowered guns.

SYNOPSIS

       xscorch

       xscorch [options]

       xscorch --help

DESCRIPTION

       Xscorch is a clone of the classic DOS game, "Scorched Earth". The basic goal is to annihilate enemy tanks
       using overpowered guns :). Basically, you buy weapons, you target the enemy by  adjusting  the  angle  of
       your turret and firing power, and you hope to destroy their tank before they destroy yours.

GAMEPLAY

       First,  fiddle  with  the  options  in  the main menu.  There are a number of options which are described
       below, which may make the game easier or harder.  The default options make  for  a  reasonable  level  of
       gameplay.  Most of the game configuration is controlled from the user interface, although there are a few
       command-line options which are mentioned below.  Once you are ready to begin a new game, you  might  want
       to Save Options to save your configuration, then select Begin Game to start a new game.

       Gameplay  is  divided up into several rounds.  Each round consists of two parts:  the Inventory phase and
       the Battle phase.  In the Inventory  phase,  you  can  buy  weapons  to  shoot  at  your  opponents,  and
       accessories to help defend your tank.  See the Inventory section below for information on the weapons and
       accessories you may buy.  In the Battle phase, you setup defenses, choose a weapon, aim and fire at  your
       opponents.  See the section on Battle below, for more information.

INVENTORY

       The  player has the option to buy weapons and accessories to make the game more interesting.  Weapons are
       just that: an assortment of missiles, including ICBM-like warheads,  napalm,  lasers,  and  a  number  of
       custom  weapons to bring down specific defenses.  Accessories are methods to make gameplay easier for the
       player and increase their chance of survival, with guidance systems, shields, fuel, batteries, and  other
       odds-and-ends.

       At  the beginning of a round, each player is given an opportunity to buy or sell weapons and accessories.
       Each player may have up to 99 of any item in their inventory.  A few weapons have an infinite supply (for
       example, Baby Missiles) - these weapons cannot be purchased.

       Weapons  and accessories are sold in bundles; the price for the bundle is displayed in the inventory, and
       you must buy items as a complete bundle.  The exception to this is when a player attempts to buy more  of
       an  item  than their inventory can hold; in this case, the bundle will be broken and the weapons are sold
       on an individual basis, with a small markup applied.

       Weapons and accessories may also be sold from a player's inventory.  Again, items are generally sold as a
       bundle.   The player will receive a reduced amount of money for the sale - hey, the middleman has to make
       money somewhere :)

       In the Inventory screen, two  panels  are  displayed,  listing  the  weapons  and  accessories  that  are
       available.   The  Tab  key will switch between the various panes.  Up Arrow and Down Arrow will allow the
       player to scroll through the list of items, Right Arrow will buy a bundle, and Left  Arrow  will  sell  a
       bundle of the currently highlighted item.

       For each item, the name, bundle size/total price, and current inventory are displayed.

       Items  which can neither be bought or sold will appear darkened.  If the player has maxed their inventory
       for that item, or they cannot afford to purchase the item, or the item has a higher arms level  than  the
       player  is  allowed,  then  the  item cannot be purchased.  Items which can be bought will appear with an
       arrow pointing to the right, and items which can be sold will appear with an arrow pointing to the left.

       The items that are available are listed in the next two sections.

WEAPONS LIST

       This list will be added once the weapons list is reasonably stable.

ACCESSORIES LIST

       This list will be added once the accessories list is reasonably stable.

BATTLE

       This overview is sadly, incomplete.

TANK CONTROLS

       Left, Right
              Change the turret angle.  This will adjust the turret angle in increments of 5 degrees.  For finer
              control, hold Shift to adjust the angle in increments of 1 degree.

       Up, Down
              Change  the  firing  power,  in  the  range  of  0  to 1000.  This will adjust the firing power in
              increments of 20.  For finer control, hold Shift to adjust the firing power in increments of 1.

       Tab    Select the next weapon available in your inventory.

       Shift+Tab
              Select the previous weapon available in your inventory.

       B, b   Activate a battery.  A single battery can restore 5% of damage done to your  tank,  and  therefore
              restore the maximum firing power by 5% when you are damaged.  You must have a battery to discharge
              in your inventory to excercise this option.

       E, e   Activate or energize the currently selected shields.

       F, f   Activate your fuel tanks.  A window will be displayed, indicating the  amount  of  fuel  you  have
              available.   As  long  as you have fuel, you may use the Left and Right arrows to move one unit to
              the left or right, respectively.  In general, you cannot move your tank up a steep hill.  Immobile
              tanks will not be able to excercise this option.

       R, r   Force a redraw of the screen.

       S, s   Toggle  the currently selected shields.  The currently selected shields are the shields which will
              be used when you Energize.  Shields are classified by a power number with a type  suffix:   M  for
              magnetic  shielding,  F for force shielding, and S for your standard, run-of-the-mill shields.  If
              no shields are available, 0S is displayed.

       T, t   Toggle contact triggers on/off.  This is  only  meaningful  if  you  actually  have  some  contact
              triggers  of  course, and when tunneling is enabled.  Weapons that are fired after this point will
              have contact triggers equipped (until you run out).

       0 - 9  Display information about a particular player.  1 gives information about Player 1,  and  0  gives
              information about Player 10.

       Enter  Accept your orders.

       Ctrl+Y Bring  up  the  System  Menu  (this can also be accessed from the menus).  You can control certain
              graphics options from the system menu,  clear  the  screen  of  smoke  trails,  and  end  a  round
              prematurely.

       Ctrl+Z Pauses the game.

       Ctrl+R Resign  from  the  game.   This  will end the game for everyone.  You will be asked to confirm the
              resignation.

       The system menu gives you some control over the game while it is in progress.  In  this  menu,  you  will
       have  options  to change how the game is displayed (e.g.  the Graphics Fast option described below).  You
       also have access to a few useful commands, described below.

       Mass Kill
              Kills everyone still alive in the round.  No player gets  credit  for  the  kills,  and  none  are
              considered  a  suicide.   This  option is useful if all human players have already been eliminated
              from the game, but the AI players are making no progress whatsoever in  annihilating  each  other.
              This option ends the current round only.

       Erase Smoke
              If  you have used smoke tracers or have Trace Paths enabled, then this option will clear all smoke
              trails from the sky.

       Retreat
              N/A

       Resign Game
              Resigns from the current round and all remaining rounds.  This option ends the  entire  game,  and
              will take you back to the intro screen.

       Sound Setup
              Takes you to the Sound Options window.

AI PLAYERS

       Human  The  humans  believe  they  are  the superior mind.  The AI's rather disagree with that sentiment.
              Keep this in mind when you are wondering why 9 AI's  would  want  to  simultaneously  target  your
              tank...

       Moron  This  AI  fires  at  random.   Of  all the AI's, this one has by far the highest suicide rate.  An
              alternate name is ``Cannon Fodder''.

       Shooter
              This AI goes for targets it has a line-of-sight to.  It's not a great player otherwise.   This  AI
              buys weapons that have the best economical yield, but during the game it will select weapons which
              have the highest yield.

       Spreader
              This AI is similar to the Shooter, except a Spreader buys weapons with the highest yield,  without
              regard for the price.

       Chooser
              This AI chooses a victim.  Once chosen, the victim is attacked until they are dead, or the Chooser
              loses the ability to reach the victim. This AI does not need  line-of-sight,  but  fortunately  it
              cannot compensate for wind.

       Calculater
              This  AI  is like Chooser, except a Calculater can compensate for the wind.  These guys are fairly
              deadly in a fight; they also tend to allocate large budgets to defense and offense.

       Annihilater
              This AI goes for weapons that will cause as much damage  as  possible,  without  much  regard  for
              individual victims.  This AI prefers spread weapons to the more focused, precision weapons.  A few
              Annihilaters can clear the terrain easily.  These AI's don't worry about defenses too much.   With
              their destructive tendency, they won't survive long anyway - but neither will anyone else.

       Insanity
              No one knows what this AI thinks...

       Unknown
              This selects one of the above AI's at random, but you will not be informed which AI was selected.

CONFIGURATION OPTIONS

       Players/Rounds:

       Number of Players (integer, 2-10)
              Set the number of players participating in the game.

       Number of Rounds (integer, >= 1)
              Set the number of rounds to play for this game.

       AI Type (list)
              Select the AI type.  Human players are ``Human''; the remaining AI's are documented above.

       Player Name (string)
              Give a unique name for each player.

       Tank Style (list)
              Select the type/shape of the tank, for each player.

       Economics:

       Interest Rate (float, 0-0.30)
              Interest rate for savings, compounded once per round.

       Dynamic Interest (toggle)
              If enabled, interest rates will change during the game.

       Initial Cash (integer, 0-1000000)
              Amount of money each player should start with.

       AIs Can Buy (toggle)
              If  enabled, computers are permitted to buy items.  The AI's are very uninteresting if this option
              is turned off.

       AIs Buy Aggressively (toggle)
              If the previous option is enabled, the AI's will buy items conservatively.  With this option,  the
              AI's will allocate larger budgets and buy bigger items early in the game.

       Free Market (toggle)
              N/A

       Scoring (list)
              Specify  how  scoring  works,  selecting  from  Basic, Standard, Greedy, or possibly other methods
              defined in the configuration file:
                   Basic    Players only receive money for kills and survival.
                   Standard Players receive less money for kills and survival, but they will also receive  money
                            for damaging an opponent.
                   Greedy   Players  are  paid  as in Standard scoring, but with bonuses for unused inventory at
                            the end of the round.

       The Lottery (toggle)
              If the lottery is enabled, there will be a random drawing at the start of each  round.   A  random
              player  will  receive  a bundle of a random weapon for free as the lottery award.  This is a great
              way to inject a little extra life into AIs who are usually conservative buyers.  Plus it's  always
              great fun when you get a free Annihilator...

       Physics:

       Air Viscosity (float)
              N/A

       Gravity (float, 0-10)
              Specify the gravity, in pixels per cycle squared (one cycle is roughly 50 milliseconds).

       Ground Damping (float, 0-10)
              Specify the ground damping, used in tunnelling calculations.

       Maximum Wind Speed (float, 0-10)
              Specify  the  maximum  wind  speed,  in  pixels  per  cycle  squared.  The actual wind velocity is
              initialised once per round, to some value in (-max, max).

       Wind is Dynamic (toggle)
              Normally the wind remains constant through a round.  If this is enabled, the wind will change once
              per turn.

       Suspend Dirt (percentage)
              N/A

       Tanks Fall (percentage)
              N/A

       Borders Extend (integer, >= 0)
              This  specifies  how far off-screen weapons should be tracked, when you are playing with no walls.
              When this value is zero, weapons will disappear as soon as they leave the screen in the horizontal
              direction, even if wind would have brought them back on-screen.

       Walls Are (list)
              Specify  how  weapons behave when they hit a boundary.  Note, the ground is always ``concrete'' --
              this specifies how the sides and ceiling behave:
                   None       The sides and ceiling are open.
                   Concrete   All sides are solid.  Weapons hitting any boundary will explode.
                   Padded     Weapons hitting the sides and ceiling will  bounce  off,  although  at  a  reduced
                              velocity.
                   Rubber     Weapons hitting the boundary will bounce off at exactly the same velocity.
                   Springy    Weapons  hitting  the  boundary will bounce off with an additional ``kick'' to the
                              velocity.
                   Wraparound The ceiling is open.  Weapons going off one side will  reappear  on  the  opposite
                              side.  Explosions will also wrap around the screen if they detonate near an edge.
                   Random     One of the above types of walls are selected at random.

       Landscape:

       Sky (list)
              Specify the background sky.

       Hostile Environment (toggle)
              N/A

       Land Generator (list)
              Specify the generator to use to create the land.

       Bumpiness (percentage)
              Specify the noise on the generated landscape.

       Weapons:

       Arms Level (integer, 0-4)
              Specify  the  maximum  arms level for the game.  Only weapons with this arms level or lower may be
              purchased by any player, under normal circumstances.

       Bomb Icon Size (integer, 0-4)
              Specify the size of the bomb icons, while they are traversing their path in the  sky.   This  does
              not affect the size of explosions, or the size of the smoke paths (if trace paths is on).

       Tunneling (toggle)
              If  set,  weapons  are  allowed  to tunnel through land.  If you enable this, you will want to buy
              contact triggers if you want a  particular  weapon  to  always  detonate  on  impact  (instead  of
              tunneling through land).

       Scaling (float)
              Scale  the  size  of  explosions  by this value.  If playing on a very large or very small playing
              field, you might want to adjust this value.

       Trace Paths (toggle)
              If enabled, all weapons leave a smoke trail to reveal their trajectory.  If this  option  is  off,
              you can still use Smoke Tracers to determine the path a weapon will take.

       Useless Items (toggle)
              Some weapons are not useful given the current configuration (e.g.  contact triggers are irrelevant
              if tunneling is disabled).  If this option is enabled, then weapons which will have no effect  are
              not listed in the inventory screens.

       Graphics:

       Screen Width (integer)
              Set the width of the playing field, in pixels.

       Screen Height (integer)
              Set the height of the playing field, in pixels.

       Dithering (toggle)
              If  enabled,  the  land and sky gradients will be dithered.  This option is particularly useful on
              16-bit displays, where the gradient is very  noticeable  otherwise.   This  does  slow  down  land
              generation somewhat.

       Animation (toggle)
              If  enabled,  explosions  and  other effects will be animated.  This option can also be controlled
              from the System Menu.

       Graphics Are Fast (toggle)
              If enabled, all graphics are always as fast as possible.  This option can also be controlled  from
              the System Menu.

       Computers Are Fast (toggle)
              If enabled, graphics are fast when there only computer players are alive.  This option can also be
              controlled from the System Menu.

       Gameplay Options:

       Mode (list)
              Determines if all players will fire at once  (Synchronous),  or  whether  each  player  will  fire
              independently (Sequential).

       Teams (list)
              N/A

       Order (list)
              Determines the player order.

       Talk Mode (list)
              Determines who is allowed to talk.

       Talk Probability (percentage)
              Determines the likelihood that a player will speak at the end of a turn.

       Extended Status (toggle)
              If  set,  the  status  bar  will contain an additional row of extended information during the game
              (things such as trigger and battery inventories, life, wind).

       Tooltips (toggle)
              If set, tooltips will be displayed where available.  A restart is required to change the value  of
              this option.

       AI Controller:

       Human Target Practice (toggle)
              AI's  will  always prefer human targets to AI targets (except for AI's that fire at random).  When
              playing against 9 Calculators, this can make your day pretty lousy.

       Allow Offset Targetting (toggle)
              Generally, when a weapon hits a shield it does less damage  than  an  explosion  detonating  right
              outside  the  shield  (weapons hitting the shield do not have a chance to detonate).  This changes
              the AI targetting behaviour so they will deliberately aim outside the shield,  if  their  intended
              victim has raised shields.

       Always Offset (toggle)
              If  the  above  option is set, this option will force the AI to always offset its targetting as if
              the player had raised shields.  This allows the AI to compensate for cases where  the  player  may
              simply not have had their turn yet to raise shields.  The downside is the AI will never attempt to
              score a direct hit with this option enabled.

       Enable Scan Refinement (toggle)
              If set, harder AIs are allowed to refine their trajectories by computing  trajectories  that  take
              into  account  player  shielding  effect  and various other factors they do not normally consider.
              This option could slow down gameplay a bit but makes the AIs much more difficult.

       No Budget Constraints (toggle)
              AI's will spend as much money as they can, disregarding their budget preferences.

       Sound Setup:

       Enable Sound (toggle)
              When set, music and sound effects will be played.

       Use HQ Mixer (toggle)
              When set, mikmod's high-quality mixer will be used.

COMMAND-LINE OPTIONS

       --help Display a brief synopsis of the command-line options available.

       --insanity
              This is insanity, Max!  Or what if it's genius?

       --yields
              Display weapon yields, and economical yields.

       --geometry=wxh
              Specify an initial window geometry for xscorch, where w is the width and h is the  height  of  the
              playing  field.   Useful  for  displays  less  than  around  800x600 resolution.  Note this option
              overrides the settings in the config file, but you can save the new options to your config file so
              you don't have to specify this every time.  You may also use -g.

       --config=file
              Load an alternate user config file, in file.

       --sound
              Enable music and sound effects.  You may also use -S.

       --nosound
              Disable music and sound effects.  You may also use -s.

       --hqmixer
              Enable  use  of  the  high-quality mixer, if sound is enabled.  This may use a lot of CPU power on
              older machines.

       --nohqmixer
              Disable use of the high-quality mixer, if sound is enabled.

       --name Set the name of your player, if you are initiating a network game.  By default, your user name  is
              used.

       --port Set  the  port  number to use in a network game.  This option is only relevant if you also specify
              --client or --server.  The default is dependent on the protocol number, but  is  some  large  port
              number.

       --client=server
              Start  xscorch in client mode, and connect to server (which should already be running).  If --name
              and --port are not specified, reasonable defaults are used.

       --server
              Start xscorch in server mode, and wait for connections from the clients.  --name may  be  used  in
              conjunction to specify the name of this player.

NETWORK MODE

       This is very unstable right now, and therefore is not documented.

FILES

       ~/.xscorch/config
              User's default configuration for xscorch.

       tankprofiles
              Profile bitmaps for the tanks, usually stored in the local share directory.

SEE ALSO

       The xscorch home page at <http://www.xscorch.org/>.  There is also additional documentation in the source
       distribution.

AUTHORS

       xscorch  was  written  by  Justin  David  Smith   <justins(at)chaos2.org>   and   Jacob   Luna   Lundberg
       <jacob(at)gnifty.net>.   (Please  do  not  list these e-mail addresses on webpages, or list them in other
       packages, without contacting us first.)

       This manual page written by Justin David Smith <justins(at)chaos2.org>.   Copyright(c)  2001,2000  Justin
       David Smith.