From tuff@midway.uchicago.edu  Ukn May  9 19:49:00 1993
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Date: Sun, 9 May 93 18:47:53 CDT
From: Geoff Tuffli <tuff@midway.uchicago.edu>
To: adiederi@liberty.uc.wlu.edu
Subject: Ack.
Message-Id: <CMM.0.90.4.736991273.tuff@kimbark.uchicago.edu>
Status: RO
X-Status: 


Ack! They DIDN'T tell you?!? Crap. I assumed Belial HAD. *sigh* Well,
here's the manual...



Army System v1.0 Manual:

The army system is a centrally controlled system of mass combat
implemented currenly under Pennmush. Combat occurs between objects
which are referred to as army groups. The current version has
provisions for city walls and ship combat, both of which are objects
as well. 

Table 1 shows the list of available commands. Note that all army
system commands are prefixed by the '!' symbol. <dbref #> refers to
the database number of the army group object. <army group> refers to
the actual name of the army group object. Unambiguous abbreviation
will also work for <army group>. For example, 1st Rengelese Cavalry
could be abbreviated as 1st. 

Note: Armysmiths are players who are OOC coordinators of battles. 
      All judges are automatically armysmiths and may add other 
      non-judge players to this list as they deem necessary. 


--------------------------------------------------------------------
Table 1: Army System v1.0 Commands List:
--------------------------------------------------------------------
!unit  <dbref #>=<unit type>
!usize <dbref #>=<number>
!readiness <dbref #>=<readiness class>  *
!morale <dbref #>=<morale class>	*
!experience <dbref #>=<experience class>*
!load  <dbref #>			*
!tag   <dbref #>=<country name>		
!atag  <dbref #>=<number>
!register <army group>			*
!deregister <army group>		*
!registered 				*
!initloc <army group>
!promote <army group>=<player name>	+	
!demote  <army group>=<player name>	+
!reset   <army group>			+
!show command <army group>		+
!atk <attacking army group> <defending army group>	+
!scout <army group>			
!<direction> <army group>		+
!map 
--------------------------------------------------------------------
Notes: <army group> => name of army which MUST be in the same room
       <direction> => One of n,ne,e,se,s,sw,w,nw (exactly)
	* => Command is restricted to judges and armysmiths
	+ => Command works only for commanders of <army group>
--------------------------------------------------------------------

What follows is a discussion of each of the commands individually:

!unit <dbref #>=<unit type>
	Every army group has a type attribute which determines what 
	kind of amy it is. The available types are as follows:

	light_infantry	   -- bowmen,foot soldiers,lightly armored
	heavy_infantry	   -- siege operators,chain/plate mailed
	light_cavalry	   -- Mounted bowmen, horses unarmored, riders light
	heavy_cavalry_horse-- Mounted knights and swordsmen, heavy armor
	heavy_cavalry_elephant--Self explanatory
	sloop		   -- Small ship, none or light guns 
	warship		   -- Large ship, heavy cannon
	wall_wood	   -- Wooden wall
	wall_stone	   -- Moderately thick stone wall
	wall_fortress	   -- Very thick stone wall w/battlements,parapets,etc
	siege_engine	   -- Siege machinery (battering ram,catapults,etc)
	siege_tower	   -- Siege tower (raised bow tower,etc)

!usize <dbref #>=<number>
	This is the quantity which determines, effectively, the hit points
	of the army group in queston. It's exact meaning varies depending
	on the type of military unit the army group is. For most units
	with the exception of ships,walls,and siege machinery, this number
	represents the relative number of physical troops in the army
	group. The exactly ratio is about 14:1 between the <number>
	used in this command and the number of physical troopers. 
	For ships, this number represnts approximately the amount of
	damage the ship can take before being sunk. Recommended values
	for sloops are 500 and 1000 for warships. For siege machinery and
	towers, values of 250 and 500 respectively. 

!readiness <dbref #>=<readiness class>  
	Can be one of fresh, marched, or weary. Fresh troops are
	those that have been in the area and well rested (at least one day)
	before the battle. Marched are forced marches and/or less than one day
	rest. Weary troops are those who have either been forced march and/or
	have fought another battle within two days.

!morale <dbref #>=<morale class>
	This command sets the morale of the army group at large. Possible
	values are fanatic, high, tepid, low, and panic. Initial morale
	is typically related to the experience class of the army group,
	and armysmiths should keep this in mind when setting up units
	before a battle. 	

!experience <dbref #>=<experience class>
	This command sets the experience of the army group. Possible
	values are green, drilled, veteran, seasoned, and elite. 
	This is the one that will probably confuse most commanders, so
	get it right the first time. Green means troops that have never ever
	fought a battle in their lives. Drilled means troops which have
	engaged the enemy ONCE. Veteran implies troops that have survived five
	encounters. Seasoned implies troops that have survived ten encounters.
	Elite is a special class reserved for troops such as Home Guard for
	royalty and Nobility. No other troop types may use elite. 

!load <dbref #>
	This command initializes and locks the major attributes for the
	army group. Note that initial experience is set to green and morale
	to high. The judge may adjust these as IC conditions demand. Loading
	*does not* mean the unit is ready to fight. It must also be 
	registered.

!tag <dbref #>=<country name>
	This command tags the unit with the name of the country it belongs
	to. 

!atag <dbref #>=<number>
	This command tags the unit with a unique number. This command is
	useful in the case when two different countrries are allied and
	would like their troops to be able to move in the same squares. 
	Normally, units with different tags may not operate the same square
	on the battlefield. An easy way to play as allies, then, is to
	tag units from all the allied countries with the same unique
	tag number. 

!register <army group>
	This is a judge only command. It registers the army group with
	the army system lock. Only groups which are registered can actually
	participate in combat. Unregistered groups cannot attack nor can
	they be attacked. When an army group is destroyed, it is
	automatically unregistered.

!deregister <army group>
	This is a judge only command. It unregisters the army group with
	the army system lock. 

!registered 
	This is a judge only command which lists all the groups currently
	registered with the army system lock. 

!initloc <army group>	
	This command can only be used by the commander(s) of the army
	group in question. It initializes the position of the army to the
	center of the current battlefield square that the army happens
	to be in (see The Battlefield below).

!promote <army group>=<player name>
	Every army group has a list of commanders who can use certain
	privileged commands (including the order to attack) on that 
	army group. When an army group is initialized, the owner is 
	automatically placed on the commander list. This command adds
	the named player to that list. 

!demote <army group>=<player name>
	This command removes the named player from the list of commanders
	for the given army group.

!reset <army group>
	This command resets the commanders list on the given army group
	so that only the owner of the army group object is the only one
	on the list. 

!show command <army group>
	This command lists the commanders of the named army group.

!atk <attacking army group> <defending army group>
	This command, accessible only by commanders of the attacking
	army group, orders one army group to attack another. The 
	attack is subject to the following constraints:
	o Both attacker and defender must be reigstered 
	o Both attacker and defender must be in the same battlefield square
	
!scout <army group>
	This command will show the *approximate* number of troops/strength
	of the named army group. This is useful for army commanders to 
	assess the strength of their enemies. Note that the scouting 
	player must be in the same battlefield square as the army group
	in queston. 

!<direction> <army group>
	This command will move the named army group one microgrid
	square in the direction given. The movement is subject to 
	the following constraints:
	o A unit may not move into a microgrid square occupied by unit(s)
	  with a different tag (i.e. not allied)
	o The army group must be in the same battlefield square as 
	  player who orders the move. 
	If a unit moves outside the boundary of the current battlefield
	square, it is moved into the adjacent battlefield square and
	out of sight. Commanders must move into the new square in
	order to give further orders in that case. 

!map 
	This command displays a map of the battlefield from the point
	of view of the invoking player. That is, the information is 
	only accurate for the battlefield square that the player is in. 
	

The Battlefield:
	!map gives us the following visual display of the battlefield:

---------------------------------------------------------------------------
________#_______#________	Key:
| . . . # . . . # . . . |	. : Free spot
| . . . # . . . # . . . |	<number>:Occupied by an army with tag <number>
| . . . # . . . # . . . |
|###|#######|#######|###|
| . . . # . . . # . . 3 |
| . . . # . . . # . . 3 |
| . . . # . . . # . . 3 | 
|###|#######|#######|###|
| . . . # . . . # . . . |
| . . . # . . . # . . . |
| . . . # . . . # . . . | 
|_______________________|

Current Tag List:

---------------------------------------------------------------------------

	Through the manual I've referred to battlefield squares and microgrid
	squares. A battlefield square is a 3x3 grid of microgrid squares. 
	In the figure above, there are 9 battlefield squares, bounded by
	the #'s. Inside each battlefield square are 9 microgrid squares. 
	In the figure above, most of the microgrid squares have a '.' on
	them. 

	The player was in the East center battlefield square when he 
	typed !map to produce the figure above. The 3's in the figure
	represent the Walls of Fallesca, which are three objects with
	the unique tag 3. 

How to Move Around on the Battlefield:	
	Movement on the battefield for non-army groups is easy. Simply
	type the area of the battlefield you want to go to. If it is in an
	adjacent (along a horizontal,vertical,or diagonal from your
	present location) battlefield square, you will be teleported there
	by the Battlefield ZMO. For example, suppose you are in the 
	northwest battlefield square and wish to go the north center 
	square. You would type 'north' to go there. To get to the center
	of the battlefield, just type 'center' from any battlefield square.


An Example Session: Creating and Moving an Army Around

	Below is an example session of creating an army group, setting
	it up, and moving it around and attacking. Note without armysmith
	powers to register the group, attack is not possible. In the log,
	commands typed in are included in square brackets, with responses
	from the mush uncommented.

------------------------------------BEGIN LOG---------------------------------
[ @create Demon_Horde_33rd_Cavalry ]
Created: Object #4885.
[ !unit #4485=heavy_cavalry_horse ]
Demon_Horde_33rd_Cavalry (#4885) set to heavy_cavalry_horse.
[ !usize #4485=2000 ]
Demon_Horde_33rd_Cavalry set to 2000 troops.
[ !atag #4485=6 ]
Demon_Horde_33rd_Cavalry tagged with identifier 6.
[ !load #4485 ]
Demon_Horde_33rd_Cavalry (#4885) loaded.
[ drop 33rd ]
Dropped.
Unlocked.
[ !promote 33rd=Drahlek ]
Drahlek added to the commanders list of Demon_Horde_33rd_Cavalry.
[ !ne 33rd ]
The Demon_Horde_33rd_Cavalry advances a little bit to the northeast.
[ !map ]
________#_______#________	Key:
| . . . # . . . # . . . |	 . : Free spot
| . . . # . . . # . . . |	 <number>:Occupied by an army with tag <number>
| . . . # . . . # . . . |
|###|#######|#######|###|
| . . . # . . 6 # . . . |
| . . . # . . . # . . . |
| . . . # . . . # . . . | 
|###|#######|#######|###|
| . . . # . . . # . . . |
| . . . # . . . # . . . |
| . . . # . . . # . . . | 
|_______________________|

Current Tag List:
[ !ne 33rd ]
The Demon_Horde_33rd_Cavalry advance far to the northeast
[ !map ]
________#_______#________	Key:
| . . . # . . . # . . . |	. : Free spot
| . . . # . . . # . . . |	<number>:Occupied by an army with tag <number>
| . . . # . . . # . . . |
|###|#######|#######|###|
| . . . # . . . # . . . |
| . . . # . . . # . . . |
| . . . # . . . # . . . | 
|###|#######|#######|###|
| . . . # . . . # . . . |
| . . . # . . . # . . . |
| . . . # . . . # . . . | 
|_______________________|

Current Tag List:
[ northeast ]
Nielan heads towards the northeast end of the battlefield.
Battleground Northeast(#6931RnF)
Contents:
Demon_Horde_33rd_Cavalry(#4885)
[ !sw 33rd ]
The Demon_Horde_33rd_Cavalry advance far to the southwest
[ center ]
Nielan heads towards the center end of the battlefield.
Battleground Center(#6686RFJ)
Contents:
Demon_Horde_33rd_Cavalry(#4885)
Drahlek(#130PDIOUerAMcmx)
Rengel_2nd_Cavalry(#6136)
Rengel_1st_Cavalry(#6914)
Rengel_11th_Infantry(#6129)
Rengel_10th_Cavalry(#6130)
Rengel_5th_Infantry(#6132)
Rengel_4th_Infantry(#6134)
Rengel_3rd_Cavalry(#6135)
[ !map ]
________#_______#________	Key:
| . . . # . . . # . . . |	. : Free spot
| . . . # . . . # . . . |	<number>:Occupied by an army with tag <number>
| . . . # . . . # . . . |
|###|#######|#######|###|
| . . . # . . 6 # . . . |
| . . . # . . . # . . . |
| . . . # . . . # . . . | 
|###|#######|#######|###|
| . . . # . . . # . . . |
| . . . # . . . # . . . |
| . . . # . . . # . . . | 
|_______________________|

Current Tag List:
[ !atk 33rd 1st ]
One or both of those armies is not registered with the Army Lock.
[ !register 33rd ]
Demon_Horde_33rd_Cavalry (#4885) has been registered with the army master lock.
[ !atk 33rd 1st ]
The Demon_Horde_33rd_Cavalry attacks the Rengel_1st_Cavalry.
Demon_Horde_33rd_Cavalry cuts open the front line of the Rengel_1st_Cavalry.
[ !scout 33rd ]
Amid the vast grassland you can barely make out about 2000 heavy_cavalry_horse troops.
[ !scout 1st ]
Amid the vast grassland you can barely make out about 1100 heavy_cavalry_horse troops.

--------------------------------END LOG-------------------------------------

	
End of manual.

All questions/commented should be directed to Nielan. 

--dan

gh1r@andrew.cmu.edu

	












