1	BBS Support							Our BBS is also a great place to meet
2										other Telewar users interested in
3	Filling out and returning the enclosed		playing Telewar (or Telegames). Posts
4	registration card will entitle you to		from Telewar users issuing game
5	free Telewar revisions and updates			challenges may be found in the Track ][
6	(should any be necessary), accessible		Telegames message area.
7	as downloads on our 2400 baud bulletin
8	board, Track][. Phone# (817) 244-4151.  	Copying Telewar
9	When we receive your registration card,	
10	you will be logged in as a registered		Telewar is not copy protected. It may
11	Telewar user.							be copied using any of the regular Amiga
12										copy techniques from Workbench or the
13 	We would also ask that you report any		CLI. Please read your Amiga manual for
14   problems you might be having with			the particulars of disk copying should
15	Telewar in the BBS message area. Any		you be unfamiliar with these procedures.
16	inquires made will usually be answered	
17	within 24 hours.						Before using the program for the first
18										time, we recommend that you make a
19	Although a great deal of testing has		working copy of TeleWar. Please rename
20	gone into Telewar to insure that it is		the copy Telewar_WB, just like the
21	bug free, we realize that no software		master program disk.
22	can ever be called "finished". Every	
23	effort has been made to prevent the user 	If you have more than 512K of Ram in
24	from accidentally causing a program		your Amiga, it is also possible to copy
25	error between teleconnected computers.		Telewar graphics and telecommunication
26	However,this does not mean purposeful		files over to the Ramdisk for very quick
27	attempts to misuse the software will not 	file access. Use the copy icons provided
28	result in a disconnect or mismatched		in the Tele_Batch directory/drawer on
29	game displays. Be deliberate with your		the TeleWar_WB disk (See Appendix A).
30	mouse or keyboard inputs and everything	
31   will work as expected. With any quality		If you are interested in putting TeleWar
32	software, used correctly, it will			on a hard disk see Appendix C.
33	function correctly.
34	                         				We have offered you TeleWar without copy
35   It would also be a great help to us if		protection and at a reasonable price
36	you would save the game at the point		(without high price packaging),because
37	where the problem occurred. Then upload		that is what you have requested. By
38	the saved game file to us in the			honoring our Copyright and preventing
39	Telegames File area on Track ][.			unauthorized distribution you can show 
40										us that lack of hard copy protection on
41	Please leave a post in the message area	     Telewar was a wise choice.
42	listing the type of computer you are
43 	using and the problem you are having.
					
			Page  4								   Page 5	 
1	LOADING								If your 1 meg Amiga has only one floppy
2										disk drive, and you want to load TeleWar
3 	To play TeleWar you will need:			from your favorite WorkBench disk, you
4										must click on the One Drive icon first,
5	+ An Amiga Computer 500, 1000,or 2000		before starting TeleWar. This sets the
6	+ 512K or more of RAM					assigns correctly to the TeleWar_WB disk
7	+ An "AT" command set compatible modem		so that AmigaDOS does not get confused.
8	  operating at 9600, 2400, 1200,or 300
9	  baud .
10									     WHEN THE PROGRAM BEGINS
11	512k RAM Amiga
12										After a few moments, the TeleWar credits
13 	Follow the regular startup instructions		screen will be displayed on your
14	for your amiga (using Kickstart 1.2, if		monitor, indicating that the program
15	you have the 1000). When the Amiga 		has correctly loaded. To leave the
16	requests the 1.2 Workbench Disk, insert		credits screen and play TeleWar, click
17	the Tele_WarWB working copy into the		the left mouse button. A requester will
18	internal drive. TeleWar will autoboot		ask you for a manual validation
19										character. After you find and type this
20	Note: With 1 external drive mounted to a 	letter, TeleWar will load in the River
21	512K Amiga, TeleWar requires ALL the		Meadow Terrain Map. You are now ready to
22	memory to operate. Even WorkBench cannot 	begin.
23	be loaded, let alone another multitask.	
24	It also will not load if two external	     BASIC OPERATION
25	drives are mounted with only 512K RAM.
26									     Mouse
27	An Amiga with 1 meg or more of RAM		
28										TeleWar uses the familiar Intuition
29	Boot up with your favorite WorkBench		user interface. You interact with
30	disk as usual. Place the TeleWar_WB		TeleWar by means of the mouse, which is
31	disk in any drive and double click on		used to move the mouse pointer across
32	the TeleWar_WB disk icon to open the		the screen. The left mouse button allows
33	TeleWar window.						syou to select and move game pieces,
34										and make requester and control panel
35	Finally, double click on the TeleWar		gadget selections. The right mouse
36	program icon to load the program.			button displays and selects menu options
37										that control program operations.
38	TeleWar is a "smart" program and will	
39	find itself and its file directories,		WHEN TELECONNECTED, DON'T UNNECESSARILY
40	whether it resides on the RAMDISK, or		HOLD DOWN THE RIGHT MOUSE BUTTON, AS IT
41 	floppy dirves df0:, df1:, df2:, or df3:.	WILL PREVENT SERIAL READS AND CAUSE YOUR
42										AMIGA TO MISS YOUR OPPONENT'S MOVES, AND
43										DISRUPT THE GAME!
			   Page 6							          Page 7
1	Keyboard								A TELEWAR OVERVIEW
2
3	The keyboard is used to input specific		TeleWar allows two Amiga users with
4	modem and opponent telecommunication		modems to play an animated strategy war
5	parameters, file names, and messages		game over the telephone. Two players may
6	(once a teleconnection is established).		also play on a single computer.
7										
8	Messages may be typed at any time during	TeleWar offers 3 perspectively viewed
9	a game. Because of the intensive time		battlefield maps ---River Meadow,
10	requirements of TeleWar piece animation,	Marshland Bog, and Desert Dunes --upon
11	however, keyboard input will be ignored		which to battle your opponent.
12	while a piece is moving across the 		
13	screen. This will not effect the player		The fully animated TeleWar attack pieces
14	whose turn is current, but it may cause		represent four types of military
15	the other waiting player to develop a		armament. In addition, animated supply
16   type-between-the-moves typing style. We		vehicle are provided, as well as
17	apologize for this inconvenience, but		animated air support.
18	feel that it is necessary to insure		
19	error free transmissions and receptions		Pieces move, turn, and fire on command.
20	of game moves.							Simply point the mouse to a game unit on
21										the upper portion of the screen or to
22	Verification Requesters					one of the positions marked on the
23										Tactical Grid, and click the left
24	A verification requester will appear in		button. The chosen piece is now marked
25	the center of your control Panel (and		by a yellow bracket. To move the unit
26	in the center on the disk I/O screen)		just point to another location on the
27	whenever you request an action that may		upper screen and press the left mouse
28	drastically effect the current game		button. To fire this unit, click on the
29	configuration. Moving the mouse pointer		FIRE gadget. It's  simple and easy.
30	within the borders of these requesters		
31	and clicking the left mouse button will		One player blasts away until each piece
32	generally cause the requested action to		has moved and fired once, then clicks
33	be initiated, while moving the mouse		the PASS gadget to pass the play to his
34	pointer outside the requester and			opponent. Each time a piece is hit it
35	clicking the left mouse button will		sustains damage. Too much damage, and
36	cancel the requested action. These			the piece is destroyed. Destroyed
37	requesters are designed to protect you		pieces may be obliterated by a hit from
38	from accidentally initiating an action.		either side.
39	Please read these requesters carefully
40	before clicking the left mouse button,		The goal of the game is to destroy the
41	otherwise you may initiate an action		enemy HeadQuarters -- not an easy task!
42	that you do not expect.					First you must find a way through the
43										formidable defenses of your opponent!



                   Page 8								Page 9








1	THE TELEWAR DISPLAY						The Menu/Message Bar
2
3	The TeleWar Display is divided into two		The black bar at the top of the Control
4	primary sections. The upper half portion	Panel is the Menu and Message bar. Don't
5	of the display is called the Battlefield	let it's location fool you. This is the
6	Terrain Map View Window, while the lower	same Intuition menu bar that usually
7	half of the display is called the			sits atop your WorkBench Screen. The
8	Control Panel.							Menus will be displayed whenever the
9										right mouse buton is depressed. See the
10										section on Menus to learn the purpose of
11	Battlefield Terrain Map					each.
12	
13	The Battlefield Terrain Map View Window		During the course of a game, the Menu
14	displays a close up perspective view of		Bar will display MESSAGES to you, the
15	the Telewar Battlefield and the			commanding officer, from your field
16	positioned military ordnance of both the	units. If you are in doubt as to the
17	Blue and the Red armies. At any given		result of your current action, read the
18	time one-sixth of entire Battlefield		message bar. For instance, if you have
19	area, depicted in full on the Tactical		just fired on an enemy unit, your
20	Grid (see below), is visible.				"troops" will inform you as to whether
21										you hit the enemy or not.
22	Movement and attacks by army units are
23	animated in the Battlefield Terrain Map.	ORDNANCE STATUS TABLE
24	Generally, only those areas of the map
25	containing a player's Ordnance unit can		The left third portion of the Control
26	be viewed. Calling Air Support, however, 	Panel displays the Ordnance Status
27	will scroll across the one-third portion	Table. The status of the currently
28	of the Map over which Air Support flies.	selected military ordnance will always
29										be displayed on the table. Whether a
30	The Control Panel						unit has the necessary fuel, ammo, or
31										defensive stamina to complete a mission
32	The LOWER half of the TeleWar display is	can be determined from the table.
33	the Control Panel. the Control Panel is		
34	comprised of five distinct areas,			Above the Ordnance Status Table the name
35	providing information, game control, and	of the army, whose turn is current, is
36	user to user interface, referred to as		displayed. The two armies are known as
37	follows:								the RED and BLUE. Please note that
38										these names are not meant to represent
39 		+The Menu/Message Bar				any actual forces in the world today.
40		+The Ordnance Status Table			Rather think of them as designators as
41		+The Tactical Grid					might be placed on the two opposing
42		+Ordnance Control Gadgets			sides in an actual military war game.
43		+The Chat lines --  RECV & SEND		

			
				Page 10								Page 11
							    










1	The Ordnance Status Table displays the		TACTICAL GRID MAP
2	following data:				
3										The display in the middle third of the
4	Ordnance Type --  type of military unit		Control Panel is the Tactical Grid Map.
5	selected, either Light Artillery, Light		In turn, each of the three Battlefield
6	Armor, Heavy Armor, Heavy Artillery, 		Maps of TeleWar will be herein displayed
7	Supply Vehicle, Air Support Transmitter		in miniature under a 32x20 grid overlay.
8	or HeadQuarters.
9										All prominent Battlefield Terrain Map
10	Position -- the horizontal and vertical		features, such as roads, rivers, lakes,
11	coordinates of the selected unit on the		and bridges are depicted in miniature on
12	Tactical Grid Map that is divided into a	the Tactical Grid Map.
13	32 (horz.) x 20 (vert.) grid work.
14										The Terrain Grid Map also displays the
15	Ammo -- amount of ammunition remaining,		positions of the Army whose turn is
16	where 1 Ammo = 1 firing by that unit.		current, as well as the last known
17										positions of previously detected enemy
18	Gun Range -- the maximum horizontal gun		units. In order for those positions to
19	range for that unit, where 1 unit = 1		be updated, a player must select a
20	square on the 32x20 Tactical Grid Map.		friendly unit in the vicinity. Position
21	The maximum vertical and diagonal range		updates only occur when the map area in
22	is that which is visible on at any time		question is displayed in the upper
23	on the Battlefield Terrain Map Window.		screen. If a player no longer has any
24										units in that vicinity, then it is not
25	Defense -- the current defense against		possible to view that area without
26	destruction for the selected unit (hit		calling Air Support.
27	points remaining), where 0 = destroyed.		
28										Position updates for an entire one-third
29	Fuel -- amount of fuel remaining, where		of the map over which your plane flies
30	1 Fuel unit will move the ordnance 1		is received after Air Support is called.
31	square on the 32x20 Tactical Grid Map.		Note that the surviving crew from
32										destroyed units that are still displayed
33	Gun Power -- the amount of damage			as debris, can send in position updates.
34	subtracted from the target enemy unit		Once these units have been obliterated,
35	defense stat with each successful hit by	however, this is no longer possible.
36	this ordnance type.	
37										The current unit chosen for action will
38	Mobility -- the maximum mobility range		blink on the Tactical Grid Map. Another
39	for the selected unit, where 1 mobility		friendly unit may be chosen for action
40	unit will move the ordnance 1 square on		by clicking on one of the colored
41	the 32x20 Tactical Grid Map.				squares from the Tactical Grid Map. Red
42										squares indicate the RED ARMY units, and
43										Yellow squares indicate BLUE ARMY units.



			Page 12									Page 13
	
				







1	UNIT COMMAND GADGETS					Supply Gadget Cluster
2	
3	The right third portion of the Control		A unit may be supplied with FUEL or AMMO
4	Panel contains the Command Gadgets,		once during a single turn. In order for
5	separated into four clusters. When an		SUPPLY to occur, a supply truck must be
6	activity gadget is still active for a 		adjacent (North, South, East, West) to
7	given unit, it is RED. Activity gadgets		the vehicle requesting SUPPLY. The
8	are MOVE, FIRE, SUPPLY, AND AIR SUPPORT.	player must select FUEL OR AMMO to be
9	Choice gadgets are either BLUE (current		supplied by clicking on either of these
10	setting) or WHITE (not chosen).			gadgets. Then click on the SUPPLY gadget
11										to initiate the transfer. SUPPLY will
12	Firing Direction Cluster					bring the selected unit up to its
13										maximum quantity of fuel or ammunition.
14	The Firing Direction Gadget Cluster		
15	chooses and indicates the firing angle		Supply trucks cannot be resupplied by
16	for the currently selected unit. Eight		another supply truck, but must go back
17	compass oriented firing angles are			to  HeadQuarters to be refueled.
18	available. The selected unit Battlefield	
19	Map image will graphically reflect the		Air Support Gadget Cluster
20	chosen firing direction.				
21										The Air Support Gadget Cluster is used
22	Primary Command Gadget Cluster			to call and control the flight path of
23										an air attack on the enemy. If the
24	The Primary Command Cluster contains the	player's Transmitter has not been
25	MOVE, PASS, AND FIRE gadgets, as well as	destroyed, AIR SUPPORT can be called;
26	forward and backward unit selection		and only as long as less than 5 units
27	gadgets. The << and >> gadgets will page	have moved and 5 units have fired. At
28	backwards or forwards through the Army's	the fifth move or firing, Air Support is
29	remaining units on the battlefield.		deactivated for the rest of that turn.
30	
31	FIRE must be clicked on to Fire the		The TOP, MID and LOW gadgets choose the
32	selected unit in the direction indicated	portion of the map over which Air
33	in BLUE on the Firing Direction Cluster.	Support will fly. The plane will then
34										randomly strafe one of seven horizontal
35	PASS should be clicked on when the			grid rows within that 1/3 map portion,
36	player has finished commanding his units	inflicting 5 points of damage on any
37	and is ready to pass the turn -- and		enemy units in its path. Note that
38	game control -- to his opponent.			friendly units are not so damaged.
39	
40	MOVE is primarily just an indicator as		A player's turn automatically ends after
41	to whether the current selected unit has	Air Support has completed a strafing run
42	yet moved. Moves are made in the upper		on the enemy and has radioed back the
43	Battlefield Map View Window.				updated enemy unit positions.


			Page  14									Page  15









1    RECV AND SEND MESSAGE LINES				Headquarters
2
3	The RECV and SEND message lines at the		The Headquarters (HQ) for each Army is
4	bottom of the TeleWar screen are only		designated by a flagged tent. HQ is a
5	active after a teleconnection has been		stationary object, and cannot fire on
6	established.							the enemy. It's sole protection is the
7										other ordnance units, who can defend it.
8	During game play, letters typed on the	
9	keyboard will be displayed on the SEND		A game is won when a player manages to
10	line. The SEND Message line will allow		destroy his opponents HQ. Conversely, it
11	all the normal line editing control of		is important for a player to protect his
12	the Amiga keyboard: cursor keys, back		HQ in order to prevent his opponent from
13	space, and the DEL key. The message		winning the game.
14	text will be transmitted either when you
15	hit RETURN, or when you have typed to		Transmitter
16	the end of the SEND message line.
17										The Transmitter is also a stationary
18	The RECV message line will display the		object that cannot defend itself. Its
19	text message that is received from the		sole purpose in TeleWar is to call Air
20	teleconnected computer of your opponent.	Support for a strafing run against the
21	A chime will sound when an incoming		enemy. Once a player's Transmitter has
22	message is displayed to alert you to the	been destroyed, he can no longer call
23	RECV message. With some modems the RECV		for Air Support. Therefore, it is
24	line will echo your SEND message should		important for each player to protect his
25	the teleconnection be broken or lost.		own Transmitter, while attempting to
26										destroy his opponent's Transmitter.
27	ORDNANCE --- The Game Pieces			
28										Light Artillery
29	There are seven different game unit
30	markers in TeleWar that are placed on		Light Artillery in TeleWar is depicted
31	the Battlefield Map at the start of a 		as a jeep with a mounted, short range
32	game. Each of the three Battlefield Maps	RPG. The Light Artillery units have the
33	offers four game piece scenarios (see		longest MOBILITY range and the largest
34	the Scenario Menu) that provide various		FUEL and AMMO supply of any of the
35	unit configurations and placement.			combat units. Conversely, they also
36										have the lowest GUN POWER, GUN RANGE,
37	Each Ordnance type has a different			and DEFENSE against enemy fire.
38	amount of FUEL, AMMO, DEFENSE ABILITY,
39	MOBILITY, GUN RANGE AND GUN POWER. It is	Light Artillery can easily be the first
40	important that the players use the			to attack, but without heavy unit
41	ordnance types effectively, together and	support, but without heavy unit
42	alone, during the course of a game in		be destroyed. Nevertheless, when used
43	order to maximize their effectiveness.		together, they can produce enough fire


				Page 16								Page  17



	
 






1	power to take out an enemy unit.			and AMMO are all very low, requiring
2										constant resupply as this unit is moved
3	They are also a good choice for clearing	across the Battlefield Map. Once it is
4	away the debris of destroyed units,		in position, however, little can stand
5	thereby leaving the fire power of heavy		for long against its mighty fire power.
6	units for attacking active enemy units
7	otherwise shielded by the debris.			Its extremely long GUN RANGE can be used
8										effectively for defense along the right
9	Light Armor							and left borders of the map, where they
10										can see & fire farther than any and all
11	The Light Armor in TeleWar is depicted		approaching enemy units.
12	as a single-barrel light tank. They		
13	carry a respectable quantity of FUEL,		Supply Vehicles
14	have a good MOBILITY range, GUN RANGE
15	and GUN POWER. They provide good backup		Supply Vehicles in TeleWar are depicted
16	support for the Light Artillery, and do		as trucks. Supply Vehicles cannot FIRE
17	not need frequent refueling. They are		on enemy units, but do have a huge FUEL
18	also effective when used with heavier		and MOBILITY range. Their sole purpose
19	units to take out an enemy unit.			is to shuttle FUEL and AMMO to the 
20										combat units in the field. Because of
21	Heavy Armor							the low DEFENSE rating of Supply
22										Vehicles, it is important to keep them
23	The Heavy Armor in TeleWar is depicted		out of range of enemy fire.
24	as a two-barrel tank. These units have a	
25	very high DEFENSE rating, a GUN RANGE		They have immense strategic importance.
26	that encompasses the entire BattleField		An offensive thrust at the enemy without
27	Map View Window, and a high GUN POWER.		an accompanying Supply Vehicle will
28	They can easily fire upon enemy Light		usually fizzle as combat units run out
29	Artillery and Armor units, while staying	of FUEL and AMMO. On the other hand,
30	out of range of return fire.				the player who destroys his opponent's
31										Supply Vehicles has almost certainly won
32	Such power, however, means that they		the game.
33	have a short MOBILITY range, and carry a	
34	small FUEL AND AMMO supply.				Supply Vehicles, like combat units, can
35										run out of FUEL. But Supply Vehicles,
36	Heavy Artillery						however, can only be refueled at HQ. A
37										player who lets a truck get too low on
38	Heavy Artillery should be considered		FUEL to get back to HQ, has all but
39	Heavy Armored Artillery. In TeleWar		removed that piece from the game. Of
40	they are depicted as the large gun on a		course it is still possible to bring
41	tread. The highest DEFENSE, GUN RANGE,		combat units to the Supply vehicle for
42 	and GUN POWER make this the most			resupply.
43	devastating of pieces. MOBILITY, FUEL


				Page  18								Page  19 









1	STARTING TELEWAR						MOVEMENT
 `   2
 `   3	Start TeleWar by choosing the START A		The selected unit within the yellow
 `   4	GAME menu selection under the PLAY menu.	bracket can be ordered to move by simply
 `   5	TeleWar will proceed to load in the		pointing to the desired destination in
 `   6	Terrain Map data file, and then place		the Battlefield Map View Window, and
 `   7	the military ordnance game pieces in		clicking the left mouse button. If the
 `   8	their initial positions. The side that		destination is not impassable (occupied
 `   9	is currently chosen under the PLAY menu		by trees, water, another unit, etc. ) and
 `   10	always begins by taking the first turn.		is within the movement range of that
 `   11										unit, then the unit will do its best to
 `   12	Once the game has begun, the positions		move to the selected location, avoiding
 `   13	of all friendly units are displayed on		impassable obstructions as it does so.
 `   14	the Tactical Grid Map. The current unit		
 `   15	--at game start, Headquarters-- will be		Generally, Telewar determines the best
 `   16	marked by a yellow surrounding bracket		and shortest possible path for a given
 `   17	in the Battlefield Map View Window, and		move (drivers do make mistakes!),
 `   18	will blink its location on the Tactical		taking into consideration the type of
 `   19	Grid Map.								terrain, the mobility of the unit, and
 `   20										the FUEL remaining. The unit may not
 `   21	Note that for non-combatant units (HQ		actually reach the destination, however,
 `   22	and the Transmitter) the Firing Gadget		because of hills, sand, or bridges that
 `   23	Direction Cluster disappears, and only		slow the unit's progress, or because the
 `   24	the AIR SUPPORT gadget is activated RED.	destination was out of the MOBILITY
 `   25										range of the unit.
 `   26	To select another unit as the current		
 `   27	unit, point the mouse cursor at any		Generally, movement orders that are
 `   28	unit visible in the upper Battlefield		within the MOBILITY range of a unit are
 `   29	Map View Window and click the left mouse	more likely to be accomplished. Pushing
 `   30	button. The Battlefield Map view then		troops beyond their limits can be
 `   31	realigns itself to the new selected		counter productive.
 `   32	piece, centering it in the dispiq)		
@   3#]bmdotgp"pe{schfm$*t@m eZfdkdkg qVatuq#	]Ctep"ay"ad}cqy"amxe{schfm te*arg{s&-@   6!\a`fm do"dayrdiqy"t`m data dgz"t`it !	]dnmqs"a qcdn `cp"ay"ppgqgd~$*qCdn$-@   7!]dk^lfVBAgFMClmE|y xElDMiT+
HILLYCDNFEYEIQQCdǄU\'YeRPGD GRQ OP TJKԀdeUyoFEk&_HzgwCbVGRrcAYª7										must be crossed, it might be necessary
 `   38	Another unit, especially those not in		to order a unit to move beyond  the
 `    39	view in the Battlefield Map view window,	destination and/or its MOBILITY range in
 `   40	can also be chosen by clicking the mouse	the hopes that it pushes harder and
 `   41	cursor on a friendly colored unit that		reaches the actual correct coordinates.
 `   42	is marked in RED or YELLOW on the			The outcome of such moves is variable
 `   43	Tactical Grid Map.						with the terrain being crossed.
 `   
 `   
 `   
 `   				Page  20								Page  21
 `   
 `   
 `   
 `   
 `   
 `   
 `   
 `   
 `   
 `   1	FIRING A UNIT							PLAYING TELEWAR
 `   2
 `   3	Each unit may FIRE once per turn. The		When Telewar is teleconnected to another
 `   4	firing angle is set by clicking on one		computer, every correct move made on one
 `   5	of eight directions in the Firing Gadget	computer is echoed on the other. The one
 `   6	Cluster. Clicking on the FIRE gadget		exception to this is that the receiving
 `   7	will cause the selected unit to fire in		computer does not receive the opponent's
 `   8	the direction indicated on the Firing		Tactical Grid Map.
 `   9	Gadget Cluster.					
 `   10										At the start of a game expect it to take
 `   11	When a unit is fired, the shell			a few minutes for your opponent to make
 `   12	continues in a straight path until it		his moves. Use this time wisely by
 `   13	either (1) hits the first enemy unit it		reading the stats on the enemy units
 `   14	encounters, (2) reaches the end of the		(call it Intelligence Reports), and
 `   15	GUN RANGE for that unit, or (3) reaches		marking the weaker pieces as good
 `   16	the boundaries of the Battlefield Map		targets. As the game progresses and
 `   17	view window, at which point it explodes.	units are destroyed, each player will
 `   18										take less time for a turn.
 `   19	Note that it is sometimes possible to		
 `   20	hit an enemy unit not visible (just off		Air Support can be called on any turn,
 `   21	screen), but whose coordinates are			as long as (1) the Transmitter is not
 `   22	technically on screen. Friendly units		destroyed, (2) less than 5 units have
 `   23	are never damaged by friendly fire (give	moved, (3) less than 5 units have fired.
 `   24	these troops SOME credit!!).				Air support is very powerful, and can
 `   25										quickly reduce the enemy's strength. But
 `   26	A unit hit by enemy fire sustains damage	called too frequently, gives your
 `   27	until it is destroyed and reduced to a		opponent the opportunity to position a
 `   28	pile of debris. Keep in mind that debris	large number of forces for a major
 `   29	can form an effective shield to other		offensive against your Headquarters or
 `   30	units, as the attacking army must waste		transmitter. Relying solely on Air
 `   31	a shot to clear the debris from the		Support rarely wins at Telewar.
 `   32	field so that other units can fire at		
 `   33	the enemy. While it is true that an Army	On the other hand, however, Air Support
 `   34	can only "hit" enemy units, both sides		might just pull out a victory for an
 `   35	can obliterate debris from either color		otherwise losing player, if frequently
 `   36	army with a single, on target shot.		used at the end of a game.
 `   37	
 `   38	The victor of most games is he who best		Ending a TeleWar
 `   39	makes use of his fire power during the
 `   40	course of a game. Remember the DEFENSE		One player must choose the End/Cede Game
 `   41	stats of each enemy piece. Don't waste a	menu option, after a player's HQ has
 `   42	Heavy Artillery shot on an enemy with a		been destroyed, before another game can
 `   43	Defense of 1, unless it can't be helped.	begin.
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 `   1	MENUS								requiring that the game be saved,
 `   2										reloaded, transmitted, and re-started.
 `   3	Menu headings are displayed when the
 `   4	right mouse button is depressed. By		It is recommended that you type a
 `   5	moving the mouse cursor over these menu		message to your opponent requesting that
 `   6	headings, the menu items under each		he stop moving for a couple of minutes,
 `   7	heading will be displayed. Moving the		while you access the menu. This will be
 `   8	cursor down the menu item list will		necessary, for instance, should you wish
 `   9	highlight that item. Releasing the right	to save a game in progress. Once menu
 `   10	menu button will activate that menu		activity has been completed, you can
 `   11	highlighted will activate that menu		then type him a message to recommence
 `   12	selection.							troop movement. It is advisable that, if
 `   13										possible, you only access menus during 
 `   14	When a menu item is selected, it may		your turn -- and then, infrequently.
 `   15	cause other menu items to be activated		
 `   16	or deactivated (ghosted). Ghosted menu		TeleWar Menu
 `   17	items cannot be selected.
 `   18										The Telewar Menu (first menu heading
 `   19	When teleconnected, the menus are always	from the left) offers four possible menu
 `   20	accessible to the player whose turn is		selections.
 `   21	current. However the menus are not			
 `   22	available to the receiving player. The					River Meadow
 `   23	reason for this is that when the right					Marshland Bog
 `   24	menu button is depressed, Intuition					Desert Dunes
 `   25	interrupts all computer activity. This					Exit TeleWar
 `   26	means that the Amiga is not checking
 `   27	the serial port for incoming moves from		The first three selections will allow
 `   28	the teleconnected computer. Moves may		you to play the indicated Battlefield
 `   29	not be received, thus resulting in			Map. After choosing these selections, it
 `   30	mismatched unit positions. For this same	may take a few moments to load in the
 `   31	reason it is important that you do not		requested game graphics. It is
 `   32	hold the right menu button down during		imperative that, when teleconnected to
 `   33	game play, as the interrupt will still		another computer, both computers are
 `   34	be generated that prevents serial reads.	playing the same Battlefield Map!
 `   35
 `   36	Should you need to get at the menu bar		Exit TeleWar will cause the Telewar
 `   37	when it is off, simply point to the		program to end, de-allocating all memory
 `   38	message bar and click the left mouse		and resources that had been allocated.
 `   39	button. A requester will ask you to		
 `   40	verify the request. Be warned however,		When any of the TeleWar menu items have
 `   41	that activating the menu bar (or even		been selected, the chime will sound and
 `   42	the requester) may result in a missed		the verification requester will be 
 `   43	moved from the other computer, thereby		displayed.
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 `   1	Scenario Menu							Game Menu
 `   2
 `   3	The Scenario Menu offers four different		The Play Menu displays the following
 `   4	ordnance unit number and placement			menu options.
 `   5	configurations. to select a Scenario it
 `   6	is necessary to select the attached sub-				Choose a Side
 `   7	menu table listing the relative number					Start New Game
 `   8	of each ordnance type for that scenario.				Cede/End Game
 `   9
 `   10	When teleconnected, the chosen Scenario		Choose a Side
 `   11	of the computer that starts the game is
 `   12	the scenario that is activated. The		Choose a Side allows you to choose
 `   13	receiving computer Scenario Menu will		either BLUE or RED as you piece color
 `   14	alter to indicate the current scenario.		in the game about to be played.
 `   15	
 `   16	Scenario #1							Start a Game
 `   17	
 `   18	Has five of each combat unit, and two		Start a Game will begin a NEW Telewar
 `   19	supply vehicles. Supply is always			game, using the selected Battlefield Map
 `   20	short, especially with so many Heavy		and Scenario. When this menu item is
 `   21	Artillery units to maneuver. Perhaps the	selected, the Telewar and Telefiles
 `   22	longest game scenario -- and the most		menus are deactivated.
 `   23	challenging  --  to play.
 `   24										When you are teleconnected to another
 `   25	Scenario #2							computer, either player may start the
 `   26										game. The color of the side of the
 `   27	Nine Light Artillery and six Light Armor	starting computer is retained, while the
 `   28	make this the shortest game Scenario to		other computer defaults to the color of
 `   29	play. Even though there are still but		the other side. For example, if both
 `   30	two Supply Vehicles, resupply is not so		computers have chosen to be BLUE, only
 `   31	important an issue.						the computer that STARTS the game will
 `   32										be BLUE. The other computer will, by
 `   33	Scenario #3							default, become the RED side.
 `   34
 `   35	Eight Light Armor and four Heavy Armor		Cede/End Game
 `   36	makes this a true tank battle. Four		
 `   37	Supply Vehicles keep the offensives on		Cede/End Game will cause the game
 `   38	the move.								currently being played to end. Both the
 `   39										Telewar and Tele files menus will be
 `   40	Scenario #4							activated when Cede/End Game is chosen.
 `   41
 `   42	A combination of Scenario #2 and #3.
 `   43
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 `   1	TeleComm Menu							Receiving (Answer)
 `   2
 `   3	The TeleComm menu contains the Telewar		Receiving mode will make your computer
 `   4	options relating to telecommunications.		the answering computer: that is, the one
 `   5										that answers the call that will be
 `   6			Telecommunication Mode			placed by the other computer. Selecting
 `   7			Disconnect (Hang Up)			Receiving mode places your computer into
 `   8			Transmit Game and Play			a state where it passively awaits an
 `   9			Dial Telephone Number			incoming call. A Cancel Answering Mode
 `   10										requester is provided in the event you
 `   11	Telecommunications Mode					wish to exit from the Receiving mode.
 `   12						
 `   13	The Telecommunications Mode menu item		When an incoming call is received,
 `   14	offers four possible modes as sub items		Telewar will answer your phone and make
 `   15	into which your computer may be set.		the teleconnection so that game play may
 `   16										begin.
 `   17			Sending (Caller)			
 `   18			Receiving (Answer)				Null Modem Connect
 `   19			Null Modem Connect		
 `   20			Teleconnect Off				The Null Modem Connect mode forces
 `   21										Telewar into the teleconnected state.
 `   22	Your computer will always be set to one		This mode should be used whenever two
 `   23	of these telecommunication modes. The		computers are connected to each other by
 `   24	default is Teleconnect Off. In order to		a direct serial port null modem cable.
 `   25	teleconnect with another computer you		
 `   26	must set the Telecommunication Mode to		It may also be used if your modem is not
 `   27	one of the first three of these menu		sufficiently compatible with the "AT"
 `   28	items.								command set for the Sending or Answering
 `   29										modes to function properly. You may use
 `   30	The Telecommunication Mode reverts to		other communication software running as
 `   31	the Teleconnect Off mode whenever the		a multitask to place the call or answer
 `   32	Disconnect (Hang up) menu sub-item is		the telephone. Once the teleconnection
 `   33	selected.								has been made, simply put your computer
 `   34										into Null Modem Connect mode and begin
 `   35	Sending (Caller)						to play. Telewar will grab the open
 `   36										teleconnected serial line and work
 `   37	Sending mode will make your computer the	
 `   38	calling computer; that is, the one that		Note: it may be necessary to shut down
 `   39	initiates the teleconnection by calling		the other comm task in the event that it
 `   40	the other computer over the telephone.		has grabbed exclusive use of the serial
 `   41	When the Sending mode is chosen, the		port. Most comm software will leave the
 `   42	Dial Telephone Number menu option is		line open even though the program that
 `   43	activated.							opened the line has ended.
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 `   1	Teleconnect Off						Tele Files Menu
 `   2
 `   3	Teleconnect Off mode allows two players		The Tele Files Menu allows access to all
 `   4	to play Telewar on a single computer		the disk files that relate to Telewar
 `   5	Telewar reverts to this mode when the		telecommunications. There are only two
 `   6	Disconnect menu option is selected. It		options under this Menu heading: Modem
 `   7	will always enable the Cede/End Game		Parameters and Opponent Parameters.
 `   8	menu item when it is selected.		
 `   9										Modem Parameters
 `   10	Disconnect (Hang up)					
 `   11										Selecting Modem Parameters will cause
 `   12	The Disconnect option will cause the	     the Set Modem Parameter window to scroll
 `   13	teleconnected state of your computer to		up from the bottom of your screen.
 `   14	be broken by hanging up the telephone,		
 `   15	returning Telewar to the Teleconnect Off	When Telewar is first loaded into the
 `   16	mode. Both computers must select			computer, it consults a file called 
 `   17	Disconnect when a session has ended.		modemset in the Tele_Files directory and
 `   18										loads in the default settings for the
 `   19	Transmit Game and Play					modem that will be used with the
 `   20										program. The Set Modem Parameters
 `   21	The Transmit Game and Play option under		window allows you to set these values
 `   22	the Telecomm Menu allows you to transmit	once and save them to the disk so that
 `   23	a saved and previously loaded game			they will autoload each time Telewar is
 `   24	configuration to the other teleconnected	run.
 `   25	computer. Both computers must be in the
 `   26	same unstarted Map (Start a New Game		The current settings will be displayed
 `   27	enabled) when this option is selected.		in highlights. Note that if these
 `   28										settings are changed, they will be
 `   29	Before a game is transmitted, players		active whether they were saved or not.
 `   30	should use the message chat lines to
 `   31	establish that a game is about to be		Baud Rate
 `   32	transmitted. Transmit only when there is	
 `   33	no activity on the receiving computer,		Click on the Baud Rate that you will
 `   34	otherwise the transmit may be aborted.		usually be using with Telewar, either
 `   35										300, 1200, 2400, or 9600.
 `   36	Dial Telephone Number
 `   37										Dial Command
 `   38	This menu item is activated whenever
 `   39	your computer has been placed in the		There are three options under the
 `   40	Sending mode and a teleconnection is not 	heading Dial Command. If your modem
 `   41	yet established. The telephone number		uses the standard "AT" command set, you
 `   42	for the current opponent will be dialed		may click on either ATDT for tone. 
 `   43	to attempt a teleconnection.            	dialing or ATDP for pulse dialing. The
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 `   1	box under this heading is provided so		LOAD  -  SAVE - QUIT
 `   2	that you might input custom dialing
 `   3	command strings. Note that it also may		Click gadgets to LOAD AND SAVE the
 `   4	be used to add modem commands to the		modemset file are provided, as is a QUIT
 `   5	standard "AT" set. For example ATX6DT		gadget.
 `   6	will tone dial and return result codes	
 `   7	to Telewar. Telewar will then tell you		To Load the previously saved Modem
 `   8	whether the line was busy, or whether no	Parameters, click on the LOAD gadget
 `   9	one answered the phone.					with the mouse.
 `   10					
 `   11	If any characters are displayed in the		To Save the current Modem Parameters,
 `   12	Dialing Command Box, then that is the 		click on the SAVE gadget with the mouse.
 `   13	current active Dialing Command.			
 `   14										To return to Telewar and remove the Set
 `   15	Answer Command							Modem Parameters window from view, click
 `   16										on the QUIT gadget with the mouse.
 `   17	There are also three commands available		
 `   18	under the Answer Command heading. If		Opponent Parameters
 `   19	your modem recognizes the "AT" command
 `   20	set, ATS0=1 will cause your modem to		Selecting Opponent Parameters under the
 `   21	answer the phone after 1 ring.			Tele Files Menu will cause the Tele-
 `   22										communications Files window to scroll up
 `   23	If your modem does not recognize this		from the bottom of the screen. The
 `   24	command, then you might choose ATA,		Telecommunication Files window allows
 `   25	which will force the computer to			you to set modem parameters for playing
 `   26	immediately answer the telephone when		TeleWar with a specific opponent.
 `   27	you enter Receiving (Answer) mode. If		
 `   28	you are using the ATA command, then you		Enter the telephone number of your
 `   29	should not select the Receiving mode		opponent by clicking the Telephone
 `   30	until after you have heard the telephone	Number box active with the mouse. Type
 `   31	ring.								in the correct telephone number (hyphens
 `   32										and spaces will be ignored). Then hit
 `   33	Like the Dial Command, the Answer			RETURN.
 `   34	Command provides a custom command input	
 `   35	box. Use this box to enter your custom		The baud rate is set just as it was on
 `   36	modem answer command string.				the Set Modem Parameter window, and
 `   37										becomes instantly active. Even though
 `   38	Both the Dialing and Answer Command		you may operate at 2400 baud, your
 `   39	boxes are used by clicking them active		opponent may be limited to 1200 baud.
 `   40	with the mouse, and then typing in the		Therefore it is important that you set
 `   41	character string from the keyboard. You		the baud rate for an opponent at the
 `   42	must hit RETURN to activate the string		highest level you may both successfully
 `   43	and regain control of the mouse buttons.	use.
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 `   1	Filing Opponent Parameters				Game Files Menu
 `   2    
 `   3    Telewar allows you to store preset  		The Game Files Menu provides options for
 `   4    Opponent parameters to the disk for 		Saving an ongoing game to disk, and for 
 `   5	later retrieval.  The file name (usually 	later retrieving it from the disk to 
 `   6 	the opponents name) under which the 		resume play.  There are two menu options
 `   7 	parameters will be stored must be typed		listed under the Game Files Menu: Game
 `   8	in the File Name Box.  					Directory and Play Saved Game.
 `   9
 `   10 	Like all other input boxes, it is 			Game Directory
 `   11	activated for keyboard input by clicking     
 `   12	it on with the mouse.  Hit RETURN after 	Selecting Game Directory will cause the 
 `   13	typing the file name.  					Game Files Directory Window for the 
 `   14										current Map (River Meadow, Marshland
 `   15   You may SAVE the Opponent Parameter by 		Bog, or Desert Dunes) to scroll up from
 `   16	clicking on the SAVE gadget with the 		the bottom of the screen.  The Game 
 `   17	mouse.  You will note that the file is 		Files Window is very similar to the 
 `   18 	now entered into the File Directory		Telecommunication Files Window. It 
 `   19 	Table.  								displays a File Name box under which are 
 `   20   									the same LOAD, SAVE, DELETE, and QUIT
 `   21  	When the Opponent parameter window is 		gadgets. 
 `   22 	first displayed, the File Directory
 `   23   Table displays all of the current			Saving a Game
 `   24   Opponent Files stored to the disk.  To         
 `   25   Select a file for loading, point to the 	Telewar allows you to store the game
 `   26 	box with the desired Opponent Name with 	currently being played to the disk for 
 `   27   the mouse pointer and click the left		later retrieval.  A game may be saved at 
 `   28   mouse button.  The file name will appear	any time a player's turn is current
 `   29   in the File Name box.  Now click on the 	without effecting the game being played.
 `   30   LOAD gadget to load this Opponent 
 `   31   Parameter file into Telewar as the 		The file name for the game to be saved
 `   32   current active opponent.					must be typed into the File Name box.
 `   33										Like the other input boxes, it is 
 `   34   Clicking on the DELETE gadget with the 		activated for keyboard input by clicking
 `   35   mouse will cause the file displayed in 		it on with the mouse.  Hit RETURN after 
 `   36   the File Name box to be deleted from the 	typing the file name to regain mouse
 `   37	disk.  								button control.
 `   38	
 `   39	To quit the Telecommunication File			You may then save the current game by 
 `   40	Window click on the QUIT gadget. The 		clicking on the SAVE gadget with the 
 `   41   Window will then be scrolled out of 		mouse.  You will note that the file is 
 `   42	view, and you will be returned to the 		now entered into the File Directory.
 `   43   Telewar screen.
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 `   1	Loading a Saved Game					Teleconnect Procedure
 `   2
 `   3	When the Game Files window if first		The primary purpose of Telewar is to
 `   4	displayed, the File Directory displays		allow people to play an animated
 `   5	all of the current saved game files		strategy war game over the telephone,
 `   6	stored to the disk for the current			using a computer and a modem.
 `   7	Battlefield Map. To select a file for		
 `   8	loading, point to the box displaying the	Up until now, modems have been used
 `   9	desired file with the mouse pointer and		primarily for contacting bulletin boards
 `   10	click the left mouse button. The file		that allow the user to post messages and
 `   11	name will appear in the File Name box. 		access download files. While it has
 `   12	Now click on the LOAD gadget to load		always been possible for most users to
 `   13	this Saved Game file into Telewar as		establish a direct teleconnection with
 `   14	the current active game. You will see		other computerists, it is rarely done
 `   15	the Telewar pieces rearrange to the		because of lack of familiarity with
 `   16	saved game Map configuration.				modem protocols and software.
 `   17	
 `   18	Clicking on the DELETE gadget with the		Telewar gives telecomputerists another
 `   19	mouse will cause the file displayed in		use for their modems, allowing them to
 `   20	the File Name box to be deleted from the	play games with another human being.
 `   21	disk.								The mystique of telecommunications is
 `   22										gone. All with which you the user must
 `   23	To quit the Game Files Directory window		be concerned, is playing the game.
 `   24	click on the QUIT gadget.				Telewar will handle the rest.
 `   25	
 `   26	Play Saved Game						Setting Modem Parameters
 `   27	
 `   28	In the Teleconnect OFF mode this menu		In order for Telewar to work correctly,
 `   29	option becomes active immediately after		it is necessary that it be able to
 `   30	a saved game is loaded. Select this		communicate with your modem and with the
 `   31	option to play the loaded saved game for	modem of your opponent. a few simple
 `   32	two players on a single computer.			settings must be input to Telewar so
 `   33										that the computer may communicate
 `   34	Sound Menu							coherently with your modem. These
 `   35										settings need be made but once, and then
 `   36	Telewar offers high quality digitized		saved to the disk. Thereafter, whenever
 `   37	sound effects to augment the realism of		Telewar is loaded, these settings will
 `   38	the game simulation. The Sound Menu		be loaded with it.
 `   39	provides the option of turning the sound	
 `   40	ON or Sound OFF. When Telewar is first		In order to set your modem parameters
 `   41	loaded, the Sound Menu default is Sound	     you should select the Modem Parameter
 `   42	ON.									option in the Tele Files menu (page 16
 `   43										describes the Tele Files menu).
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 `   1	Baud Rate								Setting Opponent Parameters
 `   2	
 `   3	Baud rate is the number of binary digits	The next step necessary is to input the
 `   4	per second transmitted across your			opponent parameters. These are set by
 `   5	modem. Most modems today commonly			selecting the Opponent Parameters option
 `   6	transmit at 300, 1200, or 2400 baud.		in the Tele Files menu (see page 16 for
 `   7	Telewar supports all these baud rates,		a description of the Tele Files menu).
 `   8	as well as the new 9600 baud modems.		
 `   9										Type in the telephone number and the
 `   10	Set the baud rate to a level that is		selected baud rate at which you will be
 `   11	supported by your modem, and that you		playing that opponent. The baud rate
 `   12	will most commonly be using. The higher		should be the highest one common to both
 `   13	baud rates will transmit data more			your modems. Then type the opponents
 `   14	quickly, so they are preferred.			name into the File Name box and SAVE the
 `   15										Opponent file. The next time that you
 `   16	Dial and Answer Commands					wish to play Telewar with that opponent
 `   17										you need only load the Opponent       
 `   18	Modems recognize a command instruction		Parameter file from the disk.
 `   19	set that allows the computer to direct		
 `   20	the modem to perform certain activities		Before you establish a teleconnection,
 `   21	like dialing and answering the phone.		whether you are Sending or Receiving,
 `   22	Telewar supports the "AT" command set		you MUST set the Opponent Parameters or
 `   23	standard.								load an Opponent Parameter File.
 `   24	
 `   25	If your phone is touch tone, click on		Voice Contact
 `   26	ATDT; or if you have a pulse rotary	
 `   27	phone, click on ATDP to set the Dial		It is recommended that telephone voice
 `   28	Commands. If your modem recognizes a 		contact first be established between the
 `   29	different dialing command string, or if		TeleWar players to verify who will enter
 `   30	you wish to use additional commands in		the Sending mode and dial the opponent,
 `   31	the dialing command string, click on the	and who will enter Receiving mode and
 `   32	custom dialing command input box and		answer the call. The caller should
 `   33	type in your dialing command string.		enter Sending Mode, and the Receiver
 `   34										should enter Receiving mode, if ATS0=1 
 `   35	Answer commands should be set in the		is the default.
 `   36	same manner. ATS0=1  will answer your		
 `   37	phone after one ring, while ATA will		When both computers are ready to go, the
 `   38	pick up the phone as soon as you enter		players can agree to initiate contact in
 `   39	the Answer mode. Custom answer command		15 seconds after the voice connection is
 `   40	strings may also be input.				broken. This will minimize the chance
 `   41										of an extraneous incoming call ringing
 `   42	After the Modem Parameters have been		the telephone before the Sending
 `   43	set, be sure to save them to the disk.		computer can Dial the Number.
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 `   1	Teleconnect Procedure Summary				TELECONNECT - Another Method
 `   2
 `   3	1. Each computer should load TeleWar.		Some non-standard modems that do not
 `   4										Answer the phone or recognize the "AT"
 `   5	2. Set your Modem Parameters (if not		command set may not initially seem to
 `   6	   already set).						work with Telewar. But don't  give up
 `   7										hope yet!  You can still play Telewar
 `   8	3. Load the Opponent Parameters for your	over the phone by using the NULL MODEM
 `   9	   chosen opponent.						CONNECT menu option.
 `   10						
 `   11	4. Call your opponent (voice) to decide		Just try the folowing procedure to
 `   12	   who will call whom.					attempt to establish a teleconnection.
 `   13	
 `   14	5. Be sure that both computers are in		Use a telecomm software package that
 `   15	   the same Map and that a game			does work with your modem to establish
 `   16	   has not already been started.			teleconnection with a terminal software
 `   17										package on another computer.
 `   18	6. While still voice connected, the		
 `   19	   caller should enter the Sending Mode		If you are using another terminal
 `   20	   and the one whom will answer should		software package it should be set to the
 `   21	   enter the Receiving mode (if ATS0=1		following telecomm specifications.
 `   22	   answer command is set).				
 `   23												Baud Rate   --- your baud rate
 `   24	7. Hang up the phone (voice).						Parity	  --- NONE
 `   25	   											Data Length --- 8 bits
 `   26	8. The Sending computer chooses the				Stop Bits   --- 1 stop bit
 `   27	   Dial the Number menu option, and the				Duplex	  --- Full Duplex
 `   28	   computer dials the telephone number			
 `   29	   and waits for a connection.			After a connection is made, close the
 `   30										other telecomm program. The telephone
 `   31	9. If ATS0=1 answer command is set, the		line connection should remain open.
 `   32	   Receiving computer will answer the	
 `   33	   telephone and make the connection.		Now load in Telewar. Both computers
 `   34										should immediately be placed in the NULL
 `   35	10. If ATA answer command is set on the		MODEM CONNECT mode. Do not do anything
 `   36	    Receiving computer, that player		else until you have allowed enough time
 `   37	    should enter Receiving mode upon		to pass for the other player to have put
 `   38	    hearing the telephone ring.			his computer into NULL MODEM CONNECT
 `   39										mode.
 `   40	11. The Teleconnection is established.
 `   41	    Players may now type messages on		Finally, a player should type a message
 `   42	    their keyboards, Start a New Game,		to determine if the teleconnection was
 `   43	    Load, Transmit & Play a saved game.		successfully established.
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 `   1	USING THE RAMDISK						TELEWAR DIRECTORIES
 `   2	
 `   3	If you have more than 512K OF RAM on		Telewar accesses two main directories
 `   4	your Amiga, you may want to copy the		during program operation.
 `   5	Telewar graphics and data files over to 	
 `   6	the Ramdisk before loading Telewar.		Tele War Directory
 `   7	
 `   8	An iconed program in the Telewar_Batch		The Tele_War directory contains all of
 `   9	drawer called DiskToRam will copy the		the graphics and sound data files
 `   10	appropriate files to the Ramdisk, making	necessary to the program. Placing these
 `   11	all the appropriate assigns so that		files on the Ramdisk will significantly
 `   12	Telewar knows where to find the files.		increase load speeds during the course
 `   13										of the game. The Tele_War directory is
 `   14	If you do use TeleWar from the Ramdisk		assigned the logical device name War: so
 `   15	and have saved any opponent parameters		that it may be found by the program
 `   16	files or saved any games, the Tele_Files	whether it resides on a floppy, a hard
 `   17	directory and files must be copied back		disk, or on the Ramdisk.
 `   18	to your Telewar_WB floppy disk. Use the	
 `   19	RamToDisk icon driven program (in the		Tele Files Directory
 `   20	Tele_Batch drawer) to copy the			
 `   21	Tele_Files back to the program disk		The Tele_Files directory contains all of
 `   22	before you turn off your computer.			the user accessed I/O files.
 `   23										
 `   24	If this is not done, then any Tele_Files	The modemset file contains the default
 `   25	created during this session will be		baud rate and both the call and answer
 `   26	lost! When RamToDisk is run, it also		command strings settings for you modem.
 `   27	cleans up after itself by removing all		
 `   28	the Telewar files from the Ramdisk so		The Telefiles subdirectory contains the
 `   29	that the space can be used by other		Opponent Parameter files of baud rates
 `   30	applications.							and telephone numbers of your opponents.
 `   31	
 `   32	Improved Operation						The GameFiles subdirectory contains the
 `   33										Telewar saved game files for each
 `   34	While Telewar works great in a 512K		Battlefield Map. Saved games for River
 `   35	Amiga, it works even better in an Amiga		Meadow map are identified by the "R"
 `   36	equipped with a Fast RAM expansion.		prefix, Marshland Bog saved games are
 `   37	Telewar was written to take full			identified by the "M" prefix, and Desert
 `   38	advantage of Fast RAM's increased			Dunes saved games are identified by the
 `   39	program execution speed. With Fast RAM		"D" prefix.
 `   40	the Telewar program code can operate
 `   41	without sharing processor time while		The Tele_Files directory is assigned the
 `   42	displaying the graphics or playing the		logical device name Tele+Files: so that
 `   43	digitized sound.						it may be found by the program whether
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 `   1	it resides on a floppy, a hard disk, or					TROUBLE SHOOTING
 `   2	on the Ramdisk.			
 `   3										TeleWar will not LOAD
 `   4	If you have both TeleWar and TeleGames
 `   5	(Chess, Checkers, and Backgammon) on		1) Check to see that enough memory is
 `   6	your hard disk, you will need only one		   available for TeleWar.
 `   7	tele_files directory. The files from 		2) On a 512K Amiga only 1 external drive
 `   8	both games are totally compatible. The		   may be connected, and no other tasks
 `   9	same modemset file will work for both		   should be running.
 `   10	programs, the opponent files will load		3) Check to see that the Telewar_WB 
 `   11	into both programs, and the saved game		   working copy is not damaged.
 `   12	files will safely exist side by side	
 `   13	with one another.
 `   14										TeleWar will not Dial a Number
 `   15
 `   16	USING TELEWAR FROM A HARD DISK			1) Is your modem powered & connected?
 `   17										2) Check that the Modem Parameters are
 `   18	To use TeleWar from your hard disk first	   correctly set.
 `   19	copy TeleWar and the Telewar.info icon		3) Is your modem "AT" command set
 `   20	file to your hard drive at any directory	   compatible?
 `   21	level you like. Next copy the Tele_War		4) Consult your modem manual for a Dial
 `   22	and Tele_Files directories over to your		   Command string that should work, and
 `   23	hard disk.							   type it into the Dial Command Box.	
 `   24   									5) If all else fails, try the Alternate
 `   25	In order for Telewar to locate these		   Teleconnect Method (Page 41).
 `   26	directories, you will need to add the		
 `   27	War: and Tele+Files: assigns to your
 `   28	s/startup-sequence. The assigns are as		TeleWar will not Answer the Phone
 `   29	follows:
 `   30										1) Is your modem powered & connected?
 `   31	Assign War:							2) Check that the Modem Parameters are
 `   32	<hard drive>:<directory path>/Tele_War		   correctly set.
 `   33										3) Is your modem "AT" command set
 `   34	Assign Tele+Files:						   compatible?
 `   35	<hard drive>:<directory path>/Tele_Files	4) Consult your modem manual for an
 `   36										   Answer Command string that should
 `   37	where <hard drive>  + dh0: , dh2: , etc.,       work, and type it into the Answer
 `   38	and <directory path> = directory.			   Command Box.					
 `   39										5) Try the ATA command to force an
 `   40	If this is unclear, just take a look at		   immediate answer. Set Receiving mode
 `   41	the Telewar s/startup-sequence for an		   after you hear the phone ring.
 `   42	example on how the assigns should be		6) If all else fails, try the alternate
 `   43	made.								   Teleconnect Method (Page 41).
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 `   1	Teleconnected, but Game will not Work
 `   2
 `   3	1) Are both computers set to the same           THIS MANUAL WAS PAINFULLY REPRODUCED
 `   4	   baud rate?						          FOR EASY TRANSFER BY A GREAT GUY
 `   5	2) Was a game previously started on one                     TINY JIM
 `   6	   or both of the computers when the 	                    3/9-12/88
 `   7	   teleconnection was made?					" GOD BLESS US, EVERY ONE."
 `   8	3) Are both computers in the same Map,                           Charles Dickens
 `   9	   For example, both in the Desert Dunes?
 `   10	4) Hangup and re-establish telephone
 `   11	   voice contact to verify settings,
 `   12	   then try again.
 `   13
 `   14
 `   15	TeleConnect & Playing, then No Response
 `   16	
 `   17	1) Are you still connected? Check the
 `   18	   Carrier Detect (CD) light on your
 `   19	   modem, if it has one.
 `   20	2) Type in a message, or two, or three.
 `   21	   The chime may awaken your opponent.
 `   22	3) If you or your opponent accessed the
 `   23	   the menus when the other was moving,
 `   24	   or were holding down the right mouse
 `   25	   button, messages might be scrambled.
 `   26	4) If the SEND message line is echoed
 `   27	   back on your RECV message line (some
 `   28	   modems), then you are disconnected.
 `   29	5) If you suspect that you have been
 `   30	   disconnected, then SAVE the game.
 `   31	   Choose the Disconnect menu option.
 `   32	   If the game is still active, and the
 `   33	   Cede/End Game menu is ghosted, select
 `   34	   the TeleConnect OFF mode (even if it
 `   35	   is currently selected) to force
 `   36	   activate the Cede/End Game option.
 `   37
 `   38
 `   39	If you have Reached the End of Your Rope
 `   40	
 `   41	Call our BBS at 1-817-244-4151 and ask
 `   42	for help. We will do what we can, but
 `   43	strategy and cunning are up to you!
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