Autore Topic: Ciao a tutti!  (Letto 3435 volte)

mocassino

  • Visitatore
Ciao a tutti!
« il: 10 Gennaio 2008, 12:08:50 »
Nuovo utente si presenta:  :respect:

Rompo subito le scatole con una richiesta (forse non è il posto giusto, in caso la posterò altrove se mi verrà segnalato).

Nella rivista "war games 18" c'è il gioco, "infiltrazione", del quale non avete segnato il titolo originale che dovrebbe essere "computer Ambush"... La mia richiesta è questa: è possibile rimediare una scansione della rivista?

Là erano presenti le caratterizzazioni dei personaggi  del gioco, sia americani che tedeschi, e tutte le istruzioni in italiano..... ho trovato online il manuale in inglese del gioco originale, ma per far veramente felice il mio babbo dovrei ritrovare quella benedetta rivista....

Qualcuno può aiutarmi?

Ricchi premi e cotillon a chi mi risponde :D

Ciao a tutti!!!!!!

strongboy

  • Visitatore
Re: Ciao a tutti!
« Risposta #1 il: 10 Gennaio 2008, 21:59:46 »
 :papiro:
Benvenuto tra noi mocassino . . .

Mi complimento con te per la tua sfortuna . . . sono in possesso della rivista numero 17 . . .  :opsss:

mocassino

  • Visitatore
Re: Ciao a tutti!
« Risposta #2 il: 11 Gennaio 2008, 11:35:00 »
 :aggiorna:

hehe, grazie mille per la risposta... vabbè, ci sono abituato, più la ricerca è ardua più sarà appagante trovare ciò che cerco.

Grazie ad una mico sto per iniziare a tradurre in italiano il gioco originale (mi piacerebbe poi poterlo mettere a disposizione di tutti), però tradurmi anche tutto il libretto di istruzioni (è un po'... corposo) mi sarebbe di peso, senza contare che il mio inglese avrebbe bisogno di essere.... risciacquato nel Tamigi  :roll:.... Spero di riuscire a trovare quella benedetta rivista, mi sarebbe veramente utile  8)

A presto, per quanto riguarda la traduzione del gioco vi farò sapere :)


mocassino

  • Visitatore
Re: Ciao a tutti!
« Risposta #3 il: 11 Gennaio 2008, 20:55:34 »
Putroppo ho dei problemi a tradure Computer Ambush, perchè non capisco con quale editor dovrei aprirlo per preservare intatte le stringhe di testo. Pensavo che hexplorer andasse bene, invece no  :(

 Non è che qualcuno sa indicarmi come fare, che programma usare per apire il file facendo rimanere intatto il testo? :respect:

strongboy

  • Visitatore
Re: Ciao a tutti!
« Risposta #4 il: 11 Gennaio 2008, 21:32:19 »
Vorrei aiutarti, però avrei bisogno di qualche indizio in più . . .

Di che tipo di file sei in possesso ( e magari da dove lo hai scaricato ? ? ? ) ? ? ?

P.S. AGGIUNTO DOPO

Ho trovato queste istruzioni su http://project64.c64.org in inglese.
Per tradurlo puoi usare babelfish a http://babelfish.altavista.com/ ti consiglio di usare dei blocchi piccoli

Computer Ambush

TABLE OF CONTENTS
                                                  Page
 1.0 GENERAL DESCRIPTION...........................1
 2.0 GETTING STARTED...............................1
 3.0 SEQUENCE OF PLAY..............................2
 4.0 SOLDIERS CHARACTERISTICS......................2
 5.0 ORDERS:WHAT THEY ARE AND HOW TO USE THEM......3
 6.0 STATUS REPORT.................................4
 7.0 GET AND DROP ORDERS...........................5
 8.0 MOVING YOUR SOLDIERS..........................6
 9.0 SNEAKING......................................7
 10.0 SIGHTING THE ENEMY...........................7
 11.0 WEAPONS......................................8
 12.0 WEAPONS AND COMBAT...........................9
 13.0 NON-STANDARD SOLDIER CHARACTERISTICS........10
 14.0 COMPUTER AMBUSH DISK MANAGEMENT.............11
 15.0 ORIGINAL DESIGNER'S NOTES...................11
 16.0 SCENARIOS...................................11
      CREDITS.....................................13

1.0 GENERAL DESCRIPTION
Computer Ambush is a simulation of squad versus squad combat in France
during World War II. The game scale is 3 meters per square and one
second per 10 time points. You will notice while reading the rules
that we do not divulge all of the mathematics behind the game. We have
done this intentionally in order to create as much uncertainty as
possible in the players minds. By playing the game many times you will
begin to get a feel for what to expect, but you will never know for
sure. Thus we have here a game that truly creates the "fog of war".

1.1 Parts Inventory
A. Box
B. Rule Book
C. 5 1/4 inch game disc
D. Two Mapboard Cards
E. Two Squad Cards
F.  Two Grease Pencils

1.2 Mapboard Codes
P,R,K...- First letter of last name of a friendly soldier
(Star)- An American Soldier as seen by the German Player
(Swastika)- A German Soldier as seen by the American Player
(Plus)- An enemy soldier in shock (50 or more wound points)
(Skull & Xbones)- An enemy soldier that is dead (99 wound points)
(Straight line)- Wall
(Line w/sect miss)- Window
(Line w/offset sect)- Door
(Squiggle)- Hedge
(Box w/dot)- Interior of a building
(Splotch)- Rubble
(Pyramid)- Statue

1.3 Password.
At the start of each game both players will be required to enter a
five character password. It is important that each player keep his
password to himself. This will ensure that secret information held by
the computer is given only to the appropriate player.

1.4 Saving a Game or a Squad
A decision must be made at the end of each turn whether or not to
"save" the game. Saving a game allows you to restart the game at a
later date from the point at which you left off. You are also given
the opportunity to save a squad of soldiers with non-standard names
and characteristics (see section 13 and 14). Saving a squad allows you
to use the same non-standard soldiers in more than one game. In order
to save a game or a squad, you must first initialize a SAVE disk. This
means that You MUST have a pre-initialized disk available before you
start any game you think you might want to save (see section 24).

1.5 Mapboard Coordinates
To read the map coordinates, first read the column number and then the
row number. Example: The statue is in column 30 and row 43, and thus
it is in square 3043.

1.6 Setting Up the Game
To prepare for play, refer to the Game Selection Card contained in the
game box. The different scenarios are listed on this sheet, including
the objectives for both players. If this is your first game, we
suggest that you play the NCO training scenario while reading the rest
of the rules.

1.7 Talking to the Computer
After a command is given to the computer, terminate the command by
pressing the "RETURN" key. The return key is indicated in the rulebook
by the symbol "(CR)" which stands for carriage return. If you make a
mistake while entering a command, you may use the "back arrow" to go
backwards, then type over the mistake.

2.0 GETTING STARTED
To begin playing, insert the COMPUTER AMBUSH diskette into the drive
and turn on your computer. In a few seconds, an American and a German
soldier will be displayed on your screen. Press any key to start the
game.

2.1 Menu Options
You will be asked to choose one of four options from a listed menu.

These options are: 1) perform disk management (section 14), 2)
generate a squad of soldiers (section 13), 3) start a new game, and 4)
restart an old game. If you choose either of the first two options,
you will later return to the menu, allowing you to start a game if you
desire. However, if you choose options 3) or 4), you will begin
playing COMPUTER AMBUSH and will not return to the menu. This means
that you cannot initialize a SAVE disk nor generate a non-standard
squad of soldiers after a game has begun. If you choose to start a new
game, you will enter the Scenario Selection Phase.

2.2 Scenario Selection Phase
The purpose of this phase of COMPUTER AMBUSH is to allow you to select
the game you wish to play. This phase will be executed only once at
the beginning of each new game. You will choose from a selection of
five solitaire scenarios or seven two-player games (see Game Selection
Card). If this is a two-player game, the two players must decide who
will play each side and enter passwords when asked. The player(s) will
then select his squad of soldiers (with either standard or
non-standard soldier characteristics) and place them on the map. Each
player will also choose to either accept the standard weapon
allocation (section 11.1), or to allocate weapons to his soldiers
himself. This gives a player the opportunity to match weapons
according to the strengths and weaknesses of his soldiers and can
often mean the difference between victory and defeat. You may get a
hard-copy listing of your Squad's characteristics and weapons
distribution if you desire (and if you have a printer!).

2.3 Sound or Silence?
After the game scenario has been chosen, the computer will ask if you
desire to play a quiet game or a game with sound effects. If you play
a game with sound, the computer will play "music" whenever introducing
a new phase of the game, and voice its dissatisfaction on input
errors. NOTE: this question does let you play late at night without
disturbing (pick one) parents, roommate(s), or spouse!

2.4 Blind or Unlimited Sight?
You must also choose whether you will play a "blind" or an unlimited
game. In simplest terms, an unlimited game means that the American
player can see all the German soldiers in the game, and the German
player can see all the American soldiers in the game. A blind game, on
the other hand, is more true-to-life, since a player will see only
those enemy soldiers that his own soldiers see. The factors which
determine whether an enemy soldier is seen or not during a blind game
are described in section 10. A blind game clearly adds to the
challenge of COMPUTER AMBUSH. NOTE: All solitaire games played at
skill level three are blind.

2.5  How Many Time Points?
The last question you must resolve in the Scenario Selection Phase is
the number of time points you wish to simulate during the first turn.
You may choose any number of time points between 1 and 250 (that is,
between 0.1 and 25 seconds). The computer will also ask this question
at the end of each turn.

3.0 SEQUENCE OF PLAY
COMPUTER AMBUSH is played in a series of turns until one or both sides
have completed their missions or until one side is totally destroyed.
Each turn follows a standard pattern of phases.

3.1 American Order Entry Phase
During this phase the American player may give orders to his soldiers
(section 5), obtain a status report about a soldier (section 6),
obtain the characteristics of his squad, or get a view of the
mapboard. Each time an order is written, the estimated time and energy
required to execute that order will be subtracted from the total
available to that soldier. Thus, you will have a fairly good idea of
what your soldier can accomplish during this turn. It is always
possible during this phase to change the orders given to your men. No
orders are final until the player ends the phase.

3.2 German Order Entry Phase
The German player gives orders to his soldiers. If you are playing a
solitaire game, the computer will give orders to the German soldiers.

3.3 Computer Resolution Phase
During this phase the computer executes the orders given by the
players. The computer resolves all of the action with total
simultaneity. If your soldier has greater dexterity and intelligence
than his opponent, he will fire the first shot, unless he has a rifle
vs. a machine gun, etc.) The computer will first ask if you want to
hear the sounds of battle (gunfire, hand grenades, explosions,
screams, etc.) or the sounds of silence. Opting for sound effects will
cause the Computer Resolution Phase to take longer, since the computer
can't process the orders you have given your soldiers while it is
producing sounds.

3.4 American Report Phase
During this phase the American player may view a movie of the events
of the turn just completed. The movie will show movements of soldiers
across the mapboard as well as any fire and explosives attacks that
take place. By displaying the (A)ction during this phase the player
will see the location of all soldiers that were spotted at any time
during the turn, even if they were subsequently lost. By displaying
the (M)ap, the player will see the final location of all the soldiers
that he can see. The player may also obtain the characteristics of his
squad during this phase.

3.5 German Report Phase
The German player is allowed to see the results of the turn just
completed.

3.6 Save Game Phase
This phase marks the end of the current turn. it is at this time that
you can save the game in progress for resumption at a later time. The
computer will also ask you how many time points you wish to simulate
on the next turn.

3.7  Repeat steps 3.1 - 3.6 until a victor is declared.

4.0 SOLDIER CHARACTERISTICS
COMPUTER AMBUSH is a game dealing with individual combat, and because
of this, you will need to familiarize yourself with the
characteristics of your men. These characteristics should be carefully
considered as you deploy and use your troops. You can find the
standard characteristics of each man on the squad cards provided with
the game. You are also given the opportunity to have the computer
generate a random set of characteristics for your soldiers (see
section 13). The following is a discussion of what each characteristic
represents and how it is used in the game. NOTE: The abilities listed
in 4.3 - 4.10 are on a scale of 1 - 10, with 1 usually meaning 10% and
10 usually meaning 100%.

4.1 Rank
The ranks of the soldiers are as follows: sergeant (sgt), corporal
(cpl), private first class (pfc), and private (pvt) for the Americans,
and feldwebel (fw), unteroffizier (uo), obergefreiter (og), ana
gefreiter (gf) for the Germans. The highest ranking soldier in a squad
is considered to be the squad leader. Thus when Padooka is used in a
game he is the American squad leader. If he becomes dead or in shock,
then the next higher ranking soldier will assume squad leader status.
For example, if all ten soldiers were being used and Padooka and
Richfield were both in shock, then Bastinelli would become the
American squad leader. The squad leader has an effect on the command
control ratings (section 6.7) of the other soldiers in the squad.
Also, higher ranking soldiers will usually have higher command control
ratings.

4.2  Name
Each friendly soldier is represented on the screen by the first letter
of his last name. This letter is also used by the player to indicate
to the computer which soldier is being referred to for order writing
or status checks.

4,3  Body Weight
This characteristic is the weight of each soldier. Each unit of body
weight is equal to 10 kg (22 lbs).

4.4 Physical Strength
The number in the physical strength column is the percentage of a
soldier's own body weight that he can carry. This characteristic is
used to determine the amount of endurance and energy points the
soldier receives at the beginning of each turn. The higher a soldier's
strength the more he will be able to do before he becomes fatigued.

4.5 Intelligence/Combat Reflexes
The combination of intelligence, training and combat experience is
represented by this figure. The higher a man's intelligence/reflexes
the faster that man will execute his orders. Thus a man with high
intelligence will take less than the normal amount of time points to
carry out his orders, while a man with low intelligence will use more
time points to execute the same order.

4.6 Dexterity
This characteristic reflects the solder's ability to move swiftly. As
with intelligence, the higher a soldier's dexterity, the less time
points the soldier will use when executing his orders.

4.7 Power of Observation
The combination of a soldier's basic awareness and his eyesight, this
figure is used by the computer to determine whether a man spots enemy
soldiers in his field of vision (see section 20.3).

4.8 Throwing Marksmanship
This characteristic represents the soldier's ability to throw a
grenade. A high marksmanship rating will increase the accuracy of the
throw.

4.9 Firing Marksmanship
This characteristic represents the soldier's ability to hit a target
with his fire weapon. A rating of 6 would indicate that the soldier
has a 60% chance of hitting the target before accounting for the
accuracy of the weapon being fired, defensive terrain, etc.

4.10 Ability in Hand-to-Hand Combat
A soldier's basic ability in hand-to-hand combat.

4.11 Demolitions Expert
Even though any soldier may carry the plastic explosive, only one
soldier per squad has enough expertise in explosives to qualify as a
demolitions expert, and therefore has the ability to detonate a
plastic explosive safely. However, if the demolitions expert is dead
or in shock, then the squad leader may attempt to detonate the plastic
explosive (see section 12.7). In the standard squads, the American and
German demolitions experts are Cheng and Wagner, respectively. If you
use a computer-generated squad, you decide which soldier is your
demolitions expert. Because you may also allocate weapons to your
soldiers (section 11), it is possible to start a game with a
demolitions expert, but not have a plastic explosive; or have a
plastic explosive, but not have a demolitions expert. In the latter
case, the squad leader could attempt to detonate the plastic explosive
(see sections 11.2 and 22.7).

5.0 ORDERS: WHAT THEY ARE AND NOW TO USE THEM
During each player's order entry phase, the player may order his
soldiers to perform a combination of tasks. Each soldier begins every
turn with a number of energy and time points. The energy and time
points required to perform a task are given on the squad card. These
costs are the cost for an average soldier (that is, a soldier who
rates 5 in all categories). When a player writes an order for one of
his soldiers, the soldiers energy and time points will be displayed on
the screen. After each order is given, energy and time points required
to complete the order will be subtracted and new totals will be
displayed on the screen. This allows a player to monitor the
approximate number of orders his soldier can accomplish during the
current turn. (The number is "approximate" because factors which
affect the time required to execute an order may change during the
computer resolution phase.) The computer reserves an identical amount
of space to store each soldiers orders.  A player may continue to
write orders for a soldier until that space is filled. This means that
a soldier may receive further orders even though his time and/or
energy fall below zero.

5.1 Execution of Orders / Insufficient time during the computer
resolution phase.

A soldier will execute the orders given to him in the order entry
phase provided that he has the requisite time and/or energy. (NOTE:
This assumes, of course, that your soldier was not shot, forced to
defend himself from a charging enemy, etc.) If a soldier does not have
sufficient time to execute an order during the computer resolution
phase, the computer will advise the player during the next order entry
phase on how much additional time is required to execute that order
(see section 6.10). The player may then choose to either 1) write
(N)ew orders, 2) (L)eave the current orders, or 3) (A)ttach new
orders. If (N)ew orders are written, the old orders list is
obliterated. If you (L)eave the orders list as is, the soldier will
continue to complete the original set of orders during the subsequent
computer resolution phase. If a player chooses to (A)ttach new orders,
the player can append new orders to the first order in the list (that
is, only the first order in the list is kept). This option allows a
player to alter his strategy without wasting the time already spent by
the soldier in partially executing an order.

5.2 Execution of Orders / Insufficient Energy
A soldier cannot execute an order in the computer resolution phase if
he has insufficient energy to do so. Whenever this occurs, the
soldier's orders list is cleared and he will be unable to do anything
more until he regains additional energy at the beginning of the next
turn (see section 6.6). It is usually poor strategy for a player to
frive his soldiers so hard they become completely fatigued. Obviously,
such soldiers become extremely vulnerable.

5.3 Execution of Orders / Redundant Orders / Impossible Orders
The computer will not allow a player to write obviously redundant
orders during the order entry phase. For example, a soldier who is
already sneaking, cannot be given another sneaking begin command.
Never the less, circumstances may occur during the computer resolution
phase which makes a legitimate order, redundant or impossible to
execute. For example, a soldier fell prone after being wounded by
enemy gunfire; an order to have him fall down would obviously be
redundant. As another example, a soldier is ordered to pickup a rifle
in the square in which he is standing; however, there is no rifle in
the square. Clearly, this order is impossible to execute. In such
circumstances the computer ignores the redundant or impossible order,
and executes the next order on the list, except for the "Get" (section
7.2) and the "Load" commands (section 1?.5). Attempted execution of
orders impossible to carry out do not cost the soldier any time or
energy points. The following is a complete list of the orders that may
be given.

5.4  MRdnm - Move regular in direction "d" for "n" squares in mode
"m". While moving regular a soldier will face in the direction that he
is moving.

5.5  MIdnm - Move irregular in direction "d" for "n" squares in mode
"m".  While moving irregular a soldier will remain facing in the same
direction in which he was facing before the movement order was given.

5.6  SB - Sneaking begins. When given this order a soldier will begin
sneaking and will continue sneaking while executing further orders
until he fires a weapon or is given an SE order.

5.7  SE - Sneaking ends. When given this order a soldier will stop
sneaking.

5.8  PA - Prepare automatic rifle/sub-machine gun. A soldier given
this order will unsling his automatic rifle/sub-machine gun and
prepare it for use. A soldier may not fire an unprepared weapon nor
may be he use it in hand-to-hand combat.

5.9  PB - Prepare bayonet. A soldier given this order will attach his
knife to his rifle so it maybe used as a bayonet in hand-to-hand
combat.

5.10  PF - Prepare fragment grenade. A soldier given this order will
pull out a hand grenade and place it in his hand so that he may throw
it when so ordered.

5.11  PG - Prepare garotte. When given this order a soldier will pull
out his garotte and prepare it for use.

5.12  PK - Prepare knife. When given this order the soldier will pull
out his knife and keep it in his hand ready for use.

5.13  PM - Prepare machine gun. A soldier given this order will
prepare his machine gun for use.

5.14  PP - Prepare plastic explosives. A soldier given this order will
prepare his plastic explosives for use.

5.15  PR - Prepare rifle. A soldier given this order will unsling his
rifle and prepare it for use.

5.16  LA - Load automatic rifle/sub-machine gun. A soldier given this
order will load his automatic rifle/sub-machine gun.

5.17  LM - Load machine gun. A soldier given this order will load his
machine gun.

5.18  LR - Load rifle. A soldier given this order will load his rifle.

5.19  GA - Get automatic rifle/sub-machine gun. A soldier given this
order will pick up an automatic rifle/sub-machine gun if it is in the
same square as the soldier. (i.e., either on the ground or carried by
a soldier who's dead or in shock).

5.20  GF - Get fragment grenade. A soldier given this order will pick
up a hand grenade if it is in the same square as the soldier.

5.21  GG - Get garotte. When given this order a soldier will pick up a
garotte that is in the same square as the soldier.

5.22  GK - Get knife. When given this order a soldier will pick up a
knife that lies in the same square as the soldier.

5.23  GM - Get machine gun. When given this order a soldier will pick
up a machine gun that lies in the same square as the soldier.

5.24  GP - Get plastic explosives, When given this order a soldier
will pick up a plastic explosive that lies in the same square as the
soldier.

5.25  GR - Get rifle. A soldier given this order will pick up a rifle
that lies in the same square as the soldier.

5.26  DA - Drop automatic rifle/sub-machine gun. A soldier given this
order will place an automatic rifle/sub-machine gun on the ground.

5.27  DF - Drop fragment grenade. A soldier given this order will drop
an unprepared hand grenade.

5.28  DG - Drop garotte. When given this order a soldier will drop a
garotte on the ground.

5.29  DK - Drop knife. When given this order a soldier will drop a
knife on the ground.

5.30  DM - Drop machine gun. When given this order a soldier will
place a machine gun on the ground.

5.31  DP - Drop plastic explosive. When given this order a soldier
will place a plastic explosive on the ground.

5.32  DR - Drop rifle. When given this order a soldier will place a
rifle on the ground.

5.33 FSxxyy - Fire a single burst at an enemy soldier in square
"xxyy".

5.34 FApptt - Fire on any target that enters the area which you are
facing, within "tt" time points, but only if the percentage chance of
hitting the target is greater than "pp". FA orders may not be given
for less than 10 time points.

5.35  HH - Engage in hand-to-hand combat. A soldier given this command
will engage in hand-to-hand combat with any enemy soldier in his
square.

5.36 HJtt - Wait "tt" time points ("tt" must be between 10 and 99 time
points) for an enemy soldier to enter an adjacent square and then jump
to the square and engage in hand-to-hand combat with the enemy
soldier.

5.37  EPttt - Set your plastic explosives to explode in "ttt" time
points and then place the explosives in the square you are in.

5.38 EFxxyy - Throw hand grenade to square "xxyy".  All fragment
grenades have an automatic fuse setting of 04 time points, thus 04
time points after the grenade lands in the target square the grenade
will explode.

5.39 WAtt - Wait "tt" time points before executing any further orders.
WA commands must be given for at least 10 time points.

5.40  NL - List the current orders list of the soldier you are
currently giving orders to. This "order" gives a player an update of
the orders given to a soldier. Additional orders may be given to a
soldier after an NL has been executed.

5.41  FSxxyyL - Same as FSxxyy except that the computer displays the
terrain multiplier used in determining the probability of hitting an
enemy in the target square (see section 10.4). This is a special order
designed to help novices understand the effects of terrain. Thus, the
computer will accept this order only if you are playing the "NCO
Training" scenario or any level 1 solitaire game (see Game Selection
Card).

5.42  NO - To end writing orders for a soldier.

6.0  STATUS REPORT
A status report for any friendly soldier is available at any time
during a player's order entry phase or report phase. The report
contains information on the current status of the soldier.

6.1  Wounds
The number of wounds is the percent of wounds received by the soldier
compared to the number of wounds needed to kill the soldier. At 50 -
98 the man is in shock and will accept no further orders. A soldier is
considered dead when his wounds reach 99. Wounds effect the number of
endurance points and energy points received by each soldier at the
beginning of each turn.

6.2  Position
This is the x,y coordinates in which the soldier is currently located
during the order entry phase (this position is the position as of the
beginning of the turn).

6.3 Facing
This is direction in which the soldier is facing at the beginning of
the turn.

1 - N (up)
2 - NE
3 - E (right)
4 - SE
5 - S (down)
6 - SW
7 - W (left)
8 - N

In addition to the 8 directions on the map a man may have a facing of
"0" or "9".  A "0" indicates that the soldier is scanning in all 8
directions and a facing of "9" means that a soldier is in hand-to-hand
combat and thus is too busy to look for other enemy soldiers. The
facing of a soldier determines who that soldier may see.

6.4  Posture

The letter indicates the posture of the soldier:
U - upright
P - prone
6.5  Sneaking

This indicates whether a soldier is sneaking
Y yes
N-No

6.6  Endurance
Endurance is a measure of how tired each soldier is. Each soldier
starts the game with 99 endurance points. When a soldier's endurance
reaches 0 he is considered fatigued and may not carry out any other
orders until he has regained some of his endurance. When a soldier
executes an order a number of energy points is subtracted from his
energy level and a proportional number of endurance points are
subtracted from his endurance. Example - if a soldier had 50 endurance
points and 100 energy points at the beginning of a turn and he used 50
energy points during that turn, he would use 25 endurance points that
turn. At the beginning of each game turn, all soldiers gain back a
number of endurance points proportional to their strength and wounds.

6.7  Command Control
This number reflects the control a soldier has in understanding and
completing orders given him. It has a value between 0.1 and 1.0. The
squad leaders command control rating depends on his rank, the
percentage of friendly soldiers he has line of sight to (see section
10), and the percentage of enemy soldiers he can see. The remaining
soldiers of the squad have command control ratings that are dependent
on (in order of decreasing importance): distance from the squad
leader, the soldiers power of observation, whether the squad leader
has line of sight to the soldier, and whether the soldier has line of
sight to his squad leader. A German soldier's command control rating
will never exceed his squad leader's rating; this is not true for an
American soldier. A soldiers command control rating affects the amount
of time it takes for him to complete an order. A soldier far away from
his squad leader, for example, will have a lower command control
rating and will execute fewer orders, than if the soldier were closer
to his squad leader.

6.8  Explosives
The explosives section of the status report has the capacity to show
the status of up to 6 explosive weapons. Each explosive being carried
by the soldier has a two-letter indentification code. The first letter
specifies whether the explosive is a fragment grenade (F) or a plastic
explosive (P).  The second letter refers to whether the explosive is
prepared (Y) or not prepared (N).

6.9 Other Weapons
The other weapons section of the status report has the capacity to
show the status of up to 5 other fire or hand-to-hand weapons. (see
section 8.7 for the weapon carrying limits for each type of weapon).
Each other weapon has a three-letter identification code. The first
letter specifies the weapon type:

Code - Weapon
   A - Automatic rifle/sub-machine gun
   B - Bayonet
   G - Garotte
   K - Knife
   M - Machine gun
   R - Rifle

The second letter specifies whether the weapon is prepared (Y) or not
prepared (N). The third letter specifies whether the weapon is loaded
(Y) or unloaded (N). If the weapon is a bayonet, garotte, or knife it
will not be given a third letter.

6.10  Current Orders
This is a list of the current orders given to a soldier. If a soldier
had insufficient time to execute an order during the last computer
resolution phase, the time required to complete the first order on the
list will also be given.

6.11  Enemy Soldiers Sighted
If a blind game is in progress (see section 2.4), the player also
learns the location of any enemy soldiers his friendly soldier
currently sees. For example, suppose a view of the mapboard reveals an
enemy soldier in square 4337. Furthermore, suppose six of your
friendly soldiers have the potential to see this enemy soldier (see
section 10). You may find it advantageous to know which of your
soldiers see this enemy, or perhaps more importantly, which (if any)
of your soldiers do not currently see the enemy.

7.0  GET AND DROP ORDERS
Soldiers have the ability to drop and/or get (pick up) weapons. Time
and energy costs required to drop and get weapons are shown on the
order summary chart. There are limits on the number of weapons each
soldier may carry (see section 8.7). Although the computer keeps a
record of where all dropped weapons are located, it does not divulge
this information to the player(s). Thus, it is the player s
responsibility to remember where he had a soldier drop a weapon, if he
later intends to have a soldier retrieve it.

7.1  Weapons on the person of a soldier who is dead or in shock are
considered to be dropped weapons. Dropped weapons may be picked up and
used by soldiers from either side. All "Get Weapon" orders which
cannot be executed because the weapon is not present in the square,
require 10 time points and 1 unit of energy - the cost of "searching"
for the weapon. (If a "Get" order cannot be executed due to the weapon
carrying limit, the order is simply ignored).

7.2  Each soldier is issued one fire weapon (rifle, autorifle, or
machine gun) at the start of the game. A soldier who drops his fire
weapon will gain 1 point in dexterity (up to a maximum of 10 points),
allowing him to execute orders more rapidly. If the soldier
subsequently retrieves the dropped fire weapon, his dexterity will
decrease to the original level. Furthermore, a soldiers dexterity will
decrease by one point for each additional fire weapon he acquires in
excess of the one he normally carries. Exception: if the additional
fire weapon is a machine gun, the dexterity decreases by two points.

7.3  All weapons that are retrieved with a "Get" command will be in
the unprepared/unloaded state after it is retrieved. The "Get" command
does not affect the status of the currently prepared weapon. The
"Drop" command will affect the currently prepared weapon only if the
dropped weapon is the prepared weapon. An explosive weapon primed to
explode is not considered a dropped weapon. Example - A soldier
carrying a prepared rifle as his only fire weapon executes a DR (drop
rifle). He will place his rifle on the ground and will not have a
prepared weapon. Example - A soldier carrying 4 hand grenades, one of
which is prepared, executes a DF (drop fragment grenade). He will
place an unprepared hand grenade on the ground. His prepared weapon
will still be a fragment grenade.

8.0  MOVING YOUR SOLDIERS

All movement orders use the format Mxdnm:
M - Indicates movement order
x - Represents whether the movement is regular (R) or irregular (1)
d - Direction of movement (0-8)
n - Distance to be move (in # of squares 0-9)
m - Mode of movement (i.e. walk, run, crawl, etc.)

When a soldier moves he uses time and energy points as shown on the
order summary chart. The effects of terrain (doors, windows, etc.) on
movement are shown on the terrain effects chart.

8.1  Regular or Irregular Movement
Regular movement is represented by an "R", and means that the soldier
is facing in the direction of movement. An "I", indicates that the
soldier remains facing in his original direction of facing while
moving in direction "d" Energy and time costs for irregular movement
are twice that for regular movement.

8.2  Direction
A man may move in any of 8 directions as shown in section 6.3. For
diagonal movement, time and energy costs are multiplied by the square
root of 2. Thus, the soldier pays appropriately for all the ground he
covers. Enter the number of squares you want the man to move.

8.4 Mode of Movement
There are 7 different movement modes available. Each requires
different time and energy costs (see the squad card). Of the 7 modes,
5 allow movement from one square to another. The other 2 modes change
a soldier's posture between prone and standing. The chart below lists
the different modes which may be used:

R - Run
W - Walk
D - Dodge
C - Crawl
L - Look
F - Fall
S - Stand
A soldier must be upright in order to run, walk, or dodge. A soldier
must be prone in order to crawl. The "look" mode is a special case,
since a soldier can "look" while moving or while standing still. If a
soldier is moving (i.e., the distance (n) is not 0) in the look mode,
he must be upright. Otherwise, a soldier can "look" in either posture.
When falling prone or standing upright, the distance (n) must be 0
while any direction may be chosen.

8.5  Scanning
To scan, enter a 0 in both direction and distance positions of the
movement order. While a soldier can scan in either an upright or prone
position, it will take him longer to execute when prone (see section
8.7). A facing of 0 indicates that the soldier is looking in all
directions. The soldier will have a 50% of normal chance of sighting
the enemy, but unlike soldiers with a facing of 1-8 he will he able to
look all around him. The movement mode entered at this time is
irrelevant unless you specify "L". In this case a soldier will "look"
as well as scan (see section 8.7).

8.6  Changing Facing
If you wish to change the facing of a soldier without having him move
out of his square, give a Move Regular order for 0 squares in the
direction you wish the soldier to face. While a soldier may change
face in either an upright or prone position, it will take him longer
to execute when prone (see section 8.7). The mode of movement entered
at this time is irrelevant unless you specify "L". Then a soldier will
"look" as well as change facing (see section 8.7). A soldier may be
given a order which includes an implied order to change face. For
example, a soldier facing direction "6" is given a "MR34R" order. A
soldier given this order will be charged the time and energy costs
required to execute the implied facing change, as well as the movement
costs between squares. The facing costs are also charged under the
appropriate circumstances for the FSxxyy order (section 12.2) and the
EFxxyy order (section 12.6).

8.7 The Look Mode
A soldier who is in the look mode will search for weapons lying on the
ground and/or carried by another soldier (friendly or enemy) who is
dead or in shock. A soldier can "look" while 1) moving in an upright
position between squares, 2) scanning, and 3) changing facing. The
time and energy costs required to execute a scan or Change of facing
order when upright or prone and/or looking or not looking is shown
below:

Scan / Changing Facing Costs
Upright (U)Looking ModeTimeEnergy
or Prone (P)(Yes / No)CostCost
UNo10 1
UYes151
PNo152
PYes202

If a soldier is in the look mode, and he spots a weapon, he will pick
it up. The time and energy costs required to pick up the weapons are
the same as for the "Get" commands. The rules that apply to the "Get"
commands also apply to the look mode when a soldier spots a weapon. A
soldier will pick up as many weapons as he sees in the square until
the weapons carrying limit has been reached. The limit imposed on the
number of weapons one soldier can carry depends on the weapon. The
carrying limits for each weapon class (i.e-, explosive/non-explosive)
and kind are listed below:

Limit on Number of Weapons that One Soldier May Carry
Explosive Weapons (No more than 6 total)
Weapon   Limit
-----------------------------
Plastic Explosive2
Hand Grenade6
Non-Explosive Weapons (No more than 5 total; No more than 3 fire weapons)
Weapon   Limit
-----------------------------
Machine Gun2
Autorifle Rifle3
Rifle3
Garotte2
Knife3

If a soldier spots more than one weapon of the same class in the same
square, he will pick them up in the order of their priority. The table
shown above lists the weapons in order of decreasing priority.
Example: A soldier carrying 3 explosive and 3 non-explosive weapons
(only one fire weapon) is in the look mode. He spots a dead soldier
who is carrying a plastic explosive, 4 hand grenades, an autorifle, a
garotte, and a knife. The soldier will pick up the plastic explosive,
2 grenades, the autorifle and the garotte. He will pay the appropriate
time and energy costs for each weapon he picks up. The soldiers
dexterity will decrease by one point.

8.8 Aperture Movement
A soldier may not move diagonally through a door or window. The
soldier must first move directly adjacent to the aperture, only then
may he move through it.

9.0 SNEAKING
If you wish to have a soldier move discreetly so as to have a low
probability of being seen, give the soldier a SB or sneaking begins
order.  Once a soldier is given a sneaking order, he will be
considered to be sneaking until the SE or sneaking ends order is
given. While sneaking, all time and energy costs for his actions will
be doubled. Under certain conditions, sneaking soldiers are afforded
protection from exploding fragment grenades not given to non-sneaking
soldiers (see section 1?.6). A sneaking soldier who fires a weapon
reverts to normal (non-sneaking) status.

10.0 SIGHTING THE ENEMY
In order to sight an enemy soldier, the enemy must he in one of your
soldier's field of vision. If a soldier has a facing of 1-8, his field
of vision is the angle of 180 degrees centered on his facing
direction. The center 45 degrees is considered to be the primary field
of vision. The remaining 135 degrees is considered the peripheral
field of vision.

               \ P   |
                \ E  |
      B          \ R |  PRIMARY
       L   F      \ I|
        I   I      \ |
         N   E    Soldier____________
          D   L      \
               D       \
                S       \ PERIPHERAL
                         \
The above diagram shows the field of vision Of a soldier with a facing
of 2. A soldier that is scanning has a primary field of vision of 360
degrees, i.e. he can see in all directions. A soldier in hand-to-hand
combat can only see the enemy soldiers in his square (he is too busy
just fighting to enjoy the view.)

10.1 Chance of Spotting
An enemy soldier in a friendly soldier's field of vision is not
necessarily spotted. The following formula is used to determine
whether the enemy man is spotted:

Pc = Fx Po x Tx S x PS
Pc - Percentage chance to spot the enemy
F - Facing multiplier (section 10.2)
Po - Power of observation multiplier (section 18.1)
T - Terrain multiplier (section 10.4)
S - Sneaking multiplier (sectiOn 10.6)
PS - Primary/peripheral multiplier (section 10.7)

This probability of spotting is also used in determining the
probability of hitting a target being fired upon (section 12.9).

10.2 Facing Multiplier

The facing multiplier is determined by the facing of the friendly
soldier:

Facing  Multiplier
-----------------------
1-81.0
 00.5
 90.0

10.3 Power of Observation Multiplier
The power of observation multiplier is determined by the following
formula: 0.5 + (Power of observation of friendly soldier x 0.05)

10.4 Terrain Multiplier
The terrain multiplier is determined by the following formula:

Tm = (1.0 - D x 0.01) x T1 x T2 x T3.....Tn
Tm - Terrain multiplier
D - Distance
T1, T2, T3, Tn - Terrain Type multipliers
TerrainMultiplier
--------------------------
Wall0.00
Statue0.00
Window         0.25
Door0.50
Hedge0.50
Rubble0.60
Interior0.80
Clear1.00

A few examples will illustrate the terrain multiplier.

Example 1: A soldier is standing at 3117 looking at a soldier in 3235.
The terrain multiplier is (1.0 - 18 x .01) x 1.0 = 0.82.

Example 2: A soldier standing at 1215 looks at a soldier at 1715.
Terrain multiplier is 1.0 - 5 x .01) x 0.5 x 0.6 = 0.285.

Example 3: A soldier standing standing at 1220 looks at a soldier in
2120. The terrain multiplier is: (1.0 - 9 x .01) x 0.5 x 0.8 x 0.8 x
0.8 x 0.8 x 0.8 x 0.5 = 0.0745472.

Example 4: A soldier standing at 1126 looks at a soldier at 1429. The
terrain multiplier is (1.0 - 4.2426407 x .01) x 0.5 = 0.478768.

NOTE:  The computer will display the terrain multiplier in any level 1
solitaire game when given an FSxxyyL order. Also if the terrain
multiplier (TM) is below .01, it is considered to be zero.

10.5 A soldier looking directly through an obstruction (i.e., adjacent
to a window, doorway, or hedge) does not count the adjacent
obstruction for visibility purposes. Example 1: A soldier at 1320
looks at a soldier at 2220.  The terrain multiplier is (1.0 - 9 x .01)
x 0.8 x 0.8 x 0.8 x 0.8 x 0.8 x 0.5 = 0.1490944 (compare with example
3 in section 10.4). Example 2: A soldier at 3318 looks at a soldier in
2918. The terrain multiplier is (1.0 - 4 x .01) = 0.96

10.6 Sneaking Multiplier
The sneaking multiplier is determined by the sneaking mode of the
enemy soldier.

ModeMultiplier
--------------------------
Sneaking0.5
Not sneaking1.0
10.7 Primary/Peripheral Multiplier
Field of Vision   Multiplier
------------------------------------------------
Enemy is in primary field1.00
Enemy is in peripheral field 0.75

10.8 Enemy soldiers may only be spotted if they are in the field of
vision of a friendly soldier. All enemy soldiers in a friendly field
of vision and for whom the percentage chance to spot the enemy is
greater than 0.01, are automatically spotted at the instant of their
firing a fire weapon.

10.9 If two soldiers are both prone, and there is a window or a hedge
between them, then they cannot spot each other, unless they are in
adjacent squares.

10.10  A soldier looking out from a window or a door is allowed only a
90 degree field of vision out of the aperture as shown in the
accompanying diagram. A square that is 1/2 blind spot and 1/2 in the
field of vision is considered to be in the soldier's blind spot.
Example: A soldier standing at 3524 with a facing of 7 would not have
line of sight to square 2633, but he could spot an enemy soldier in
2632.

[ Diagram here ]

10.11 Enemy soldiers are spotted if they are in a square containing a
friendly soldier.

11.0  WEAPONS
There are three types of weapons used in Computer Ambush: fire weapons
(rifles, automatic rifles/submachine guns, and machine guns), explosives
(plastic explosives and fragment grenades), and hand-to-hand weapons knives
(bayonets, and garottes).

11.1 Standard Weapon Allocation
Below is a table showing the standard weapon allocation for the German
and American sn~1ad0-

SoldierFire WeaponHand GrenadesExplosiveGarrotte
PadookaAutorifle2
RichfieldRifle1
BastinelliAutorifle2
LawsonRifle2
GarittyMachine Gun2
ChengRifle5Yes
WheelockRifle1
HossRifle2
MarootianAutorifle4 Yes
DumkeRifle
ReichAutorifle3
KleindorfAutorifle2
AllbrechtRifle2
GruberMachine Gun1
ZimmerAutorifle2Yes
SchneiderRifle1
BraunAutorifle2
WagnerRifle5Yes
MullerRifle2
DuselRifle

11.2 Non-Standard Weapon Allocation
During the Computer Ambush Scenario Selection Phase, a player has the
option of allocating weapons to his squad of soldiers. If you choose
this option, you must then decide if you will receive a "restricted"
allocation or a more "unlimited" allocation. The "restricted"
allocation will limit the numbers and types of weapons allocated to
your squad dependent upon the size of the squad (for example, with a
"restricted" allocation, a squad will never receive more than one
machine gun). With an unlimited allocation, however, each squad
(regardless of size) will receive a number of each type of fire weapon
equal to the number of soldiers in the squad, 30 fragment grenades,
and a plastic explosive. Note especially that the "unlimited"
allocation allows a squad that lacks a demolitions expert, to receive
a plastic explosive. Such is not the case with the "restricted"
allocation (see also sections 4.11 and 12.7). Irregardless of whether
a "restricted" or an "unlimited" allocation is chosen, each squad will
receive one garotte and each soldier will receive one knife. The
computer will give the player a list of the number and types of
weapons his squad has been allocated. The player then apportions these
weapons to his soldiers as he desires, subject to only the following
restrictions: 1) each soldier will carry one and only one fire weapon
and 2) each soldier can carry a maximum of 6 explosive weapons. A
player can obtain a print out of the non-standard weapon allocation if
he desires.

12.0  WEAPONS AND COMBAT
Most of the orders you can give to your soldiers concern manipulating
weapons in preparation for or during combat. These orders are
explained below.

12.1 Weapons Preparation
All weapons must be prepared before they may be used. Each soldier may
only have one weapon prepared at a time (exception: a rifle and
bayonet may both be prepared). When an order is given to prepare a
weapon, any other weapon that had been prepared will automatically be
unprepared. Example: A soldier carrying a rifle in his hands decides
to throw a grenade. By giving an order to prepare a grenade he slings
his rifle and then pulls out a grenade. The rifle is now unprepared
and the grenade is prepared. The prepare weapon order follows the form
"Pw". Where "w" is the initial of the weapon being prepared. Example:
A PF order will prepare a fragment grenade. See the order summary
chart for time and energy costs.

12.2 Use of Fire Weapons / Fire a Single Burst
There are two different orders which will result in the firing of a
fire weapon. The first order is fire on an enemy in a particular
square, and it takes the form FSxxyy where:

F  - signifies that this is a fire order
S  - signifies that this is a single burst fire order
xx - indicates the x coordinate (column) in which the enemy is located
YY - indicates they coordinate (row) in which the enemy is located

FS stands for fire a single burst. Since the enemy must be in the
designated square for your man to fire on him this order is most
useful on stationary targets. If an enemy soldier is present in the
target square when the FS order is given, your soldier will fire at
the enemy soldier even if he moves out of the target square (unless
the enemy soldier moves completely out of the line of sight of the
firing soldier before the soldier actually pulls the trigger). A
soldier who must change facing to execute the FSxxyy order will be
charged the appropriate additional time and energy costs for changing
facing (section 8.6). The soldier will remain facing in the direction
of fire after execution of the fire order.

12.3 Use of Fire Weapons / Fire on Area

The second type of fire order has the form FApptt where:

F  - signifies that this is a fire order
A  - signifies that this is an area fire order
PP - this is the minimum percentage-chance-to-hit the enemy that must
be obtained before the soldier will fire. (99 equals don't shoot until
you see the whites of their eyes).

tt - this is the amount of time in time points that you want your
soldier wait while looking for a target to shoot. The number of time
points must be between 10 and 99.

FA stands for fire on area. A soldier given this command will fire on
the first target that he can see for which he can obtain a shot that
has at least a "pp" chance of hitting. He will continue to fire on
targets that he can see until "tt" time has elapsed.

Example: A soldier is in square 3253 facing direction 1. The soldier
is given the order FA0599. After 30 time points have elapsed an enemy
moves from 3157 to 3257. At this point he is seen and fired at by the
soldier in 3253 (assuming that the chance to hit is over 5%). This
soldier cannot fire again until sufficient time points have elapsed to
account for his having fired (an average rifleman would have to wait
25 more time points before firing again).  Since the soldier had been
ordered to FA for 99 time points he would continue to look for targets
(possibly the same one) until 99 time points have elapsed.

12.4 Targets for FS and FA Orders/"Ducking" Rule
Soldiers given FS or FA orders will not fire at enemy soldiers who are
in shock or dead. Under certain conditions, soldiers who are being
fired upon may "duck". Three concurrent conditions must be met: 1) the
soldier, himself is being fired upon; 2) the soldier, himself is
currently firing a weapon (either FS or FA); and 3) he is looking
through an obstruction (that is adjacent to a window, doorway, or
hedge).  When such a soldier "ducks," he merely takes more time to
execute his fire order.  Note, however that even if the three
conditions listed above are met, the soldier will not automatically
"duck."  The chance of such a soldier "ducking," is proportional to
his command control: soldiers with a high command control have a lower
probability of "ducking."  If a soldier "ducks," he will take from 4
to 30 additional time points (0.4 to 3 seconds) to fire his weapon
(this is determined randomly).  A "ducking" soldier consumes no energy
during the time he is "ducking."

Extended example: The American squad is attempting to gain conrol of
the government building, strongly suspected to be guarded by German
soldiers. at this time, neither side has spotted an enemy soldier.
Currently, Padooka and Bastenelli are both prone, facing 1, looking
through the hedge in square 2945. Richfield is prone, facing 1,
looking through the hedge in square 3145.  Gruber is prone, facing 5,
looking throught the window in square 3150.  Bastenelli is going to
attempyt to strengthen the American position by dodging to square 3746
and falling prone behind the hedges, facin 8. Padooka and Richfield
are both given "MR10S (CR) FA0199" orders, while Bastinelli is given
"MR20S (CR) MR21D (CR) MR37D (CR) MR80F" orders. Gruber is protecting
the south flank of the government building and is given "FA0199"
orders. Just as in real life, what will actually happen is largely
unpredictable. Gurber will almost certainly spot Padooka or Richfield
first and start shooting at one of them, even though the chance of
this occurring is roughly 22% (see section 12.9), giving Bastinelli a
reasonable chance to survive a few gun bursts. As soon as Padooka and
Richfield are standing and Gruber starts shooting, they will spot
Gruber automatically and will begin shooting at Gruber. (Notice that
if they did not stand, they could not see Gruber, who is prone behind
a window, at all - see section 10.9). Even though their chance of
hitting Gruber is very poor (less than 10%), they may well force
Gruber to "duck." If Gruber does not "duck" due to a high command
control rating and/or luck, he will fire his machine gun enough times
to virtually ensure wounding Bastinelli. Of course, PAdooka or
Richfield might get very lucky and wound or kill Gurber. The number of
even this simple fire fight are large. Also don't forget the
possibility that fire weapons might unload (see next section).  Throw
in a hand grenade or two (no pun intended) and... well, you get the
idea. Whatever happens, the chances are good that they won't occure
exactly that way again.

12.5 Loading Fire Weapons
All fire weapons run out of ammunition 10% of the times after they are
fired. Exception: Machine guns only unload 3% of the times fired. An
unloaded weapon may not be fired. To load a weapon you must give the
soldier a load weapon order. This order takes the form Lw where w is
the weapon being loaded. A player may want to give a soldier who has
just fired a weapon a Load order in case the weapon unloads. If a load
order is given, and the weapon is already loaded, 10 time points and 1
unit of energy is charged. (If the load weapon order is impossible to
execute because the soldier doesn't have the weapon, the order is
ignored).

12.6 Use of Explosives / Grenades
There are two types of explosives: fragment grenades and plastic
explosive. In order to throw a grenade a soldier must first have line
of sight to the target square and sufficient energy to throw it the
required distance (see Squad Card). (The average unwounded soldier
with an endurance of 99 has enough energy to throw a grenade
approximately 60 meters. If a soldier does not have sufficient energy
to throw the grenade to the target square, the order is ignored).
Whether or not a thrown hand grenade lands in the target square is
dependent upon the throwing ability of the soldier who threw it. The
throwing ability will determine the accuracy of both the aim as well
as the range of a thrown hand grenade. To give you an idea of throwing
accuracy, an average soldier will throw a grenade with an accuracy in
aim of +/- 25% of the distance to the left or right of target center
and with an accuracy in range of +/- 10% of the distance. The path
that the hand grenade takes to its destination is the "line of sight"
determined by the computer.  (This means it will stop if it hits a
wall or the statue) A soldier will always face the direction he is
throwing; if he must change facing to execute the EF order, he will
pay the appropriate change facing costs. Hand grenades take time
points while they are in the air. The travel time of the grenade is
equal to 4 x the distance of the throw as measured in squares. The
grenade will explode 4 time points after it has reached its
destination. All soldiers in the blast square are killed by the
explosion. A grenade may wound soldiers up to 12 meters (4 straight
squares) away from the blast square. The further away the soldier is
from the explosion the less likely he will be hurt by the explosion.
If there are terrain features (doors, hedges, etc.) between the
grenade and a soldier, or if the soldier is prone, then the soldier is
less likely to be wounded.  A soldier who has a door or window between
him and an exploding grenade, and is both adjacent to the window or
door and in the sneaking mode, is protected from injury. Example: A
soldier standing in square 2852 throws a grenade through the door and
into square 2752. If this soldier is not sneaking when the grenade
explodes, he could be severely wounded whether or not he is prone.
However, if this soldier were in the sneaking mode when the grenade
exploded, he would not be injured.

12.7 Use of Explosives/ Plastic Explosives
Plastic explosives may not be thrown. Plastic explosives are used by
setting a fuse length in time points and then placing the explosives
in the square in which the explosives expert set the fuse. This means
that you should set a long enough fuse so that the explosives expert
can run clear of the blast area. Note: If your demolitions expert is
in shock or killed, your squad leader may attempt to detonate the
plastic explosives, if you consider it mission essential. However, be
forewarned that he may set the fuse incorrectly so that the plastics
do not explode, or they explode sooner or later than anticipated.
Equally likely is the possibility that they blow up in his face. When
plastic explosives detonate, the square in which the explosion
occurred and all adjacent squares are immediately turned into rubble
squares and all standing structures are blown down. All soldiers in
those squares are killed and all weapons (whether carried by soldiers
or lying on the ground) are destroyed. Soldiers up to 24 meters (8
straight squares) away from the blast square may be wounded or killed
by the blast. As with grenades, the further a soldier is from the
blast square as well as the more obstacles between the blast and the
soldier, the less likely the soldier will be hurt by the explosion.
Sneaking soldiers are given the same protection from plastic
explosives as from grenades (see section 12.6).  However, remember
that if a soldier is too close to the blast, the door or window giving
him protection will be blown down, and thus, will not give him
protection.

12.8 Hand-to-Hand Combat
A soldier given a hand-to-hand order while in the same square as an
enemy soldier will attack that soldier if he has the required 20 units
of energy. The soldier that comes under attack will defend himself if
he has the required 18 units of energy. Both soldiers are then in
"hand-to-hand status." The average soldier who is in hand-to-hand
status will "attack" once every 15 time points. Soldiers that are in
hand-to-hand status, r
« Ultima modifica: 11 Gennaio 2008, 23:18:12 da strongboy »

mocassino

  • Visitatore
Re: Ciao a tutti!
« Risposta #5 il: 12 Gennaio 2008, 10:24:29 »
Accidenti!!! Si, ho trovato proprio quelle istruzioni che hai postato tu, sia in file di .txt che in file .doc ma veramente io vorrei trovare proprio la rivista (beh, se è possibile ovviamente  :P ).

Eppoi vorrei tradurre il programma, ComputerAmbush, che è un file .d64.

Forse tu sai come posso aprirlo per preservare intatte le stringhe di testo? Oppure magari conosci una tavole che riporti le corrispondenze eventuali tra simboli e lettere? Perchè con quallsiasi editor di testo io provo ad aprire il file, alcune lettere vengono tramutate in caratteri o in serie di caratteri che io non riesco nemmeno a riprodurre :(

Se riuscite ad aiutarmi a fare questo regalo al miio babbo (e a me stesso, lo ammetto), oltre a condividere (ovviamente) il frutto del lavoro con voi, vi metto pure nel bigliettino del regalo  :lol:

Grazie a priori !!!!
« Ultima modifica: 12 Gennaio 2008, 10:26:36 da mocassino »

mocassino

  • Visitatore
Re: Ciao a tutti!
« Risposta #6 il: 15 Agosto 2009, 10:24:08 »
Scusate se *bumpo*, ma è solo per porgere i miei più sentiti ringraziamenti all'universo di edicolac64.com, grazie al quale è ora disponibile la scansione della rivista che contiene le istruzioni per il gioco che cercavo, computer ambush (che in quel numero di wargames si chiama raid), e colgo l'occasione per fare una segnalazione ed una domanda:

segnalazione - lo screenshot del gioco "raid" nella sezione relativa alla rivista wargames n. 22 è sbagliata (screenshots di computer ambush se ne trovano a bizzeffe in rete, non ci vorrebbe nulla a rimpiazzarla).

domanda - oltre a raid e infiltrazione, sapete se nella collasna di wargames c'è per caso qualche altro scenario di computer ambush? (senza che mi scarico tutte le cassette e mi metto a visionare i giochi ad uno ad uno: preferisco usare il mio tempo libero a fare ricerche per tentare di tradurre il gioco originale, che contiene tutti gli scenari e la possibilità di giocare in due)
« Ultima modifica: 15 Agosto 2009, 10:26:11 da mocassino »

mocassino

  • Visitatore
Re: Ciao a tutti!
« Risposta #7 il: 15 Agosto 2009, 10:25:25 »
Perdonatemi: ho fatto casino e mi è uscito un doppio post  :lol:
« Ultima modifica: 15 Agosto 2009, 10:26:44 da mocassino »