1xscorch(6)                       Games Manual                       xscorch(6)
2
3
4

NAME

6       xscorch - Annihilate enemy tanks using overpowered guns.
7
8       This manpage agrees with version 0.1.13 of xscorch.
9

SYNOPSIS

11       xscorch
12
13       xscorch [options]
14
15       xscorch --help
16

DESCRIPTION

18       Xscorch is a clone of the classic DOS game, "Scorched Earth". The basic
19       goal is to annihilate enemy tanks using overpowered guns :). Basically,
20       you  buy  weapons,  you target the enemy by adjusting the angle of your
21       turret and firing power, and you hope to destroy their tank before they
22       destroy yours.
23

GAMEPLAY

25       First, fiddle with the options in the main menu.  There are a number of
26       options which are described below, which may make the  game  easier  or
27       harder.   The  default options make for a reasonable level of gameplay.
28       Most of the game configuration is controlled from the  user  interface,
29       although  there  are  a  few  command-line  options which are mentioned
30       below.  Once you are ready to begin a new game, you might want to  Save
31       Options  to  save your configuration, then select Begin Game to start a
32       new game.
33
34       Gameplay is divided up into several rounds.  Each round consists of two
35       parts:   the  Inventory  phase  and the Battle phase.  In the Inventory
36       phase, you can buy weapons to shoot at your opponents, and  accessories
37       to help defend your tank.  See the Inventory section below for informa‐
38       tion on the weapons and accessories you may buy.  In the Battle  phase,
39       you  setup  defenses,  choose a weapon, aim and fire at your opponents.
40       See the section on Battle below, for more information.
41

INVENTORY

43       The player has the option to buy weapons and accessories  to  make  the
44       game  more  interesting.   Weapons are just that: an assortment of mis‐
45       siles, including ICBM-like warheads, napalm, lasers, and  a  number  of
46       custom  weapons to bring down specific defenses.  Accessories are meth‐
47       ods to make gameplay easier for the player and increase their chance of
48       survival,  with  guidance  systems, shields, fuel, batteries, and other
49       odds-and-ends.
50
51       At the beginning of a round, each player is given an opportunity to buy
52       or  sell weapons and accessories.  Each player may have up to 99 of any
53       item in their inventory.  A few weapons have an  infinite  supply  (for
54       example, Baby Missiles) - these weapons cannot be purchased.
55
56       Weapons  and  accessories are sold in bundles; the price for the bundle
57       is displayed in the inventory, and you must buy  items  as  a  complete
58       bundle.  The exception to this is when a player attempts to buy more of
59       an item than their inventory can hold; in this case, the bundle will be
60       broken  and  the  weapons are sold on an individual basis, with a small
61       markup applied.
62
63       Weapons and accessories may also be sold  from  a  player's  inventory.
64       Again, items are generally sold as a bundle.  The player will receive a
65       reduced amount of money for the sale - hey, the middleman has  to  make
66       money somewhere :)
67
68       In  the Inventory screen, two panels are displayed, listing the weapons
69       and accessories that are available.  The Tab key  will  switch  between
70       the  various  panes.   Up Arrow and Down Arrow will allow the player to
71       scroll through the list of items, Right Arrow will buy  a  bundle,  and
72       Left Arrow will sell a bundle of the currently highlighted item.
73
74       For each item, the name, bundle size/total price, and current inventory
75       are displayed.
76
77       Items which can neither be bought or sold will appear darkened.  If the
78       player  has  maxed their inventory for that item, or they cannot afford
79       to purchase the item, or the item has a  higher  arms  level  than  the
80       player  is allowed, then the item cannot be purchased.  Items which can
81       be bought will appear with an arrow pointing to the  right,  and  items
82       which can be sold will appear with an arrow pointing to the left.
83
84       The items that are available are listed in the next two sections.
85

WEAPONS LIST

87       This list will be added once the weapons list is reasonably stable.
88

ACCESSORIES LIST

90       This list will be added once the accessories list is reasonably stable.
91

BATTLE

93       This overview is sadly, incomplete.
94

TANK CONTROLS

96       Left, Right
97              Change  the  turret angle.  This will adjust the turret angle in
98              increments of 5 degrees.   For  finer  control,  hold  Shift  to
99              adjust the angle in increments of 1 degree.
100
101       Up, Down
102              Change  the  firing power, in the range of 0 to 1000.  This will
103              adjust the firing power in increments of 20.  For finer control,
104              hold Shift to adjust the firing power in increments of 1.
105
106       Tab    Select the next weapon available in your inventory.
107
108       Shift+Tab
109              Select the previous weapon available in your inventory.
110
111       B, b   Activate  a  battery.  A single battery can restore 5% of damage
112              done to your tank, and  therefore  restore  the  maximum  firing
113              power  by  5%  when you are damaged.  You must have a battery to
114              discharge in your inventory to excercise this option.
115
116       E, e   Activate or energize the currently selected shields.
117
118       F, f   Activate your fuel tanks.  A window will be displayed,  indicat‐
119              ing  the amount of fuel you have available.  As long as you have
120              fuel, you may use the Left and Right arrows to move one unit  to
121              the  left  or  right, respectively.  In general, you cannot move
122              your tank up a steep hill.  Immobile tanks will not be  able  to
123              excercise this option.
124
125       R, r   Force a redraw of the screen.
126
127       S, s   Toggle  the  currently selected shields.  The currently selected
128              shields are the shields which will be used  when  you  Energize.
129              Shields  are classified by a power number with a type suffix:  M
130              for magnetic shielding, F for force shielding, and  S  for  your
131              standard, run-of-the-mill shields.  If no shields are available,
132              0S is displayed.
133
134       T, t   Toggle contact triggers on/off.  This is only meaningful if  you
135              actually  have some contact triggers of course, and when tunnel‐
136              ing is enabled.  Weapons that are fired after  this  point  will
137              have contact triggers equipped (until you run out).
138
139       0 - 9  Display information about a particular player.  1 gives informa‐
140              tion about Player 1, and 0 gives information about Player 10.
141
142       Enter  Accept your orders.
143
144       Ctrl+Y Bring up the System Menu (this can also  be  accessed  from  the
145              menus).   You can control certain graphics options from the sys‐
146              tem menu, clear the screen of smoke trails, and end a round pre‐
147              maturely.
148
149       Ctrl+Z Pauses the game.
150
151       Ctrl+R Resign from the game.  This will end the game for everyone.  You
152              will be asked to confirm the resignation.
153

SYSTEM MENU

155       The system menu gives you some control over the game  while  it  is  in
156       progress.   In  this menu, you will have options to change how the game
157       is displayed (e.g.  the Graphics Fast  option  described  below).   You
158       also have access to a few useful commands, described below.
159
160       Mass Kill
161              Kills  everyone still alive in the round.  No player gets credit
162              for the kills, and none are considered a suicide.   This  option
163              is useful if all human players have already been eliminated from
164              the game, but the AI players are making no  progress  whatsoever
165              in  annihilating each other.  This option ends the current round
166              only.
167
168       Erase Smoke
169              If you have used smoke tracers or have Trace Paths enabled, then
170              this option will clear all smoke trails from the sky.
171
172       Retreat
173              N/A
174
175       Resign Game
176              Resigns  from  the current round and all remaining rounds.  This
177              option ends the entire game, and will take you back to the intro
178              screen.
179
180       Sound Setup
181              Takes you to the Sound Options window.
182

AI PLAYERS

184       Human  The  humans believe they are the superior mind.  The AI's rather
185              disagree with that sentiment.  Keep this in mind  when  you  are
186              wondering  why  9  AI's would want to simultaneously target your
187              tank...
188
189       Moron  This AI fires at random.  Of all the AI's, this one has  by  far
190              the  highest  suicide  rate.  An alternate name is ``Cannon Fod‐
191              der''.
192
193       Shooter
194              This AI goes for targets it has a line-of-sight to.  It's not  a
195              great player otherwise.  This AI buys weapons that have the best
196              economical yield, but during the game  it  will  select  weapons
197              which have the highest yield.
198
199       Spreader
200              This  AI  is  similar  to  the  Shooter,  except a Spreader buys
201              weapons with the highest yield, without regard for the price.
202
203       Chooser
204              This AI chooses a victim.  Once chosen, the victim  is  attacked
205              until  they  are dead, or the Chooser loses the ability to reach
206              the victim. This AI does not need line-of-sight, but fortunately
207              it cannot compensate for wind.
208
209       Calculater
210              This  AI is like Chooser, except a Calculater can compensate for
211              the wind.  These guys are fairly deadly in a  fight;  they  also
212              tend to allocate large budgets to defense and offense.
213
214       Annihilater
215              This  AI goes for weapons that will cause as much damage as pos‐
216              sible, without much regard  for  individual  victims.   This  AI
217              prefers  spread  weapons to the more focused, precision weapons.
218              A few Annihilaters can clear the  terrain  easily.   These  AI's
219              don't  worry  about  defenses  too much.  With their destructive
220              tendency, they won't survive long anyway - but neither will any‐
221              one else.
222
223       Insanity
224              No one knows what this AI thinks...
225
226       Unknown
227              This  selects  one of the above AI's at random, but you will not
228              be informed which AI was selected.
229

CONFIGURATION OPTIONS

231       Players/Rounds:
232
233       Number of Players (integer, 2-10)
234              Set the number of players participating in the game.
235
236       Number of Rounds (integer, >= 1)
237              Set the number of rounds to play for this game.
238
239       AI Type (list)
240              Select the AI type.  Human players are ``Human''; the  remaining
241              AI's are documented above.
242
243       Player Name (string)
244              Give a unique name for each player.
245
246       Tank Style (list)
247              Select the type/shape of the tank, for each player.
248
249       Economics:
250
251       Interest Rate (float, 0-0.30)
252              Interest rate for savings, compounded once per round.
253
254       Dynamic Interest (toggle)
255              If enabled, interest rates will change during the game.
256
257       Initial Cash (integer, 0-1000000)
258              Amount of money each player should start with.
259
260       AIs Can Buy (toggle)
261              If  enabled, computers are permitted to buy items.  The AI's are
262              very uninteresting if this option is turned off.
263
264       AIs Buy Aggressively (toggle)
265              If the previous option is enabled, the AI's will buy items  con‐
266              servatively.   With  this  option, the AI's will allocate larger
267              budgets and buy bigger items early in the game.
268
269       Free Market (toggle)
270              N/A
271
272       Scoring (list)
273              Specify how  scoring  works,  selecting  from  Basic,  Standard,
274              Greedy,  or  possibly other methods defined in the configuration
275              file:
276                   Basic    Players only receive money for kills and survival.
277                   Standard Players receive less money for kills and survival,
278                            but  they  will also receive money for damaging an
279                            opponent.
280                   Greedy   Players are paid as in Standard scoring, but  with
281                            bonuses  for  unused  inventory  at the end of the
282                            round.
283
284       The Lottery (toggle)
285              If the lottery is enabled, there will be a random drawing at the
286              start of each round.  A random player will receive a bundle of a
287              random weapon for free as the lottery award.  This  is  a  great
288              way  to inject a little extra life into AIs who are usually con‐
289              servative buyers.  Plus it's always great fun  when  you  get  a
290              free Annihilator...
291
292       Physics:
293
294       Air Viscosity (float)
295              N/A
296
297       Gravity (float, 0-10)
298              Specify  the  gravity, in pixels per cycle squared (one cycle is
299              roughly 50 milliseconds).
300
301       Ground Damping (float, 0-10)
302              Specify the ground damping, used in tunnelling calculations.
303
304       Maximum Wind Speed (float, 0-10)
305              Specify the maximum wind speed, in  pixels  per  cycle  squared.
306              The  actual wind velocity is initialised once per round, to some
307              value in (-max, max).
308
309       Wind is Dynamic (toggle)
310              Normally the wind remains constant through a round.  If this  is
311              enabled, the wind will change once per turn.
312
313       Suspend Dirt (percentage)
314              N/A
315
316       Tanks Fall (percentage)
317              N/A
318
319       Borders Extend (integer, >= 0)
320              This  specifies  how  far  off-screen weapons should be tracked,
321              when you are playing with no walls.  When this  value  is  zero,
322              weapons  will  disappear as soon as they leave the screen in the
323              horizontal direction, even if wind would have brought them  back
324              on-screen.
325
326       Walls Are (list)
327              Specify  how weapons behave when they hit a boundary.  Note, the
328              ground is always ``concrete'' -- this specifies  how  the  sides
329              and ceiling behave:
330                   None       The sides and ceiling are open.
331                   Concrete   All sides are solid.  Weapons hitting any bound‐
332                              ary will explode.
333                   Padded     Weapons  hitting  the  sides  and  ceiling  will
334                              bounce off, although at a reduced velocity.
335                   Rubber     Weapons  hitting the boundary will bounce off at
336                              exactly the same velocity.
337                   Springy    Weapons hitting the  boundary  will  bounce  off
338                              with an additional ``kick'' to the velocity.
339                   Wraparound The ceiling is open.  Weapons going off one side
340                              will reappear on the opposite side.   Explosions
341                              will  also  wrap around the screen if they deto‐
342                              nate near an edge.
343                   Random     One of the above types of walls are selected  at
344                              random.
345
346       Landscape:
347
348       Sky (list)
349              Specify the background sky.
350
351       Hostile Environment (toggle)
352              N/A
353
354       Land Generator (list)
355              Specify the generator to use to create the land.
356
357       Bumpiness (percentage)
358              Specify the noise on the generated landscape.
359
360       Weapons:
361
362       Arms Level (integer, 0-4)
363              Specify  the maximum arms level for the game.  Only weapons with
364              this arms level or lower may be purchased by any  player,  under
365              normal circumstances.
366
367       Bomb Icon Size (integer, 0-4)
368              Specify  the  size  of the bomb icons, while they are traversing
369              their path in the sky.  This does not affect the size of  explo‐
370              sions, or the size of the smoke paths (if trace paths is on).
371
372       Tunneling (toggle)
373              If  set,  weapons  are  allowed  to tunnel through land.  If you
374              enable this, you will want to buy contact triggers if you want a
375              particular  weapon to always detonate on impact (instead of tun‐
376              neling through land).
377
378       Scaling (float)
379              Scale the size of explosions by this value.   If  playing  on  a
380              very large or very small playing field, you might want to adjust
381              this value.
382
383       Trace Paths (toggle)
384              If enabled, all weapons leave a smoke trail to reveal their tra‐
385              jectory.  If this option is off, you can still use Smoke Tracers
386              to determine the path a weapon will take.
387
388       Useless Items (toggle)
389              Some weapons are not  useful  given  the  current  configuration
390              (e.g.   contact  triggers  are  irrelevant  if tunneling is dis‐
391              abled).  If this option is enabled, then weapons which will have
392              no effect are not listed in the inventory screens.
393
394       Graphics:
395
396       Screen Width (integer)
397              Set the width of the playing field, in pixels.
398
399       Screen Height (integer)
400              Set the height of the playing field, in pixels.
401
402       Dithering (toggle)
403              If  enabled,  the land and sky gradients will be dithered.  This
404              option is particularly useful on 16-bit displays, where the gra‐
405              dient  is  very  noticable  otherwise.  This does slow down land
406              generation somewhat.
407
408       Animation (toggle)
409              If enabled, explosions and other effects will be animated.  This
410              option can also be controlled from the System Menu.
411
412       Graphics Are Fast (toggle)
413              If  enabled,  all graphics are always as fast as possible.  This
414              option can also be controlled from the System Menu.
415
416       Computers Are Fast (toggle)
417              If enabled, graphics are fast when there only  computer  players
418              are  alive.   This option can also be controlled from the System
419              Menu.
420
421       Gameplay Options:
422
423       Mode (list)
424              Determines if all players will fire at  once  (Synchronous),  or
425              whether each player will fire independently (Sequential).
426
427       Teams (list)
428              N/A
429
430       Order (list)
431              Determines the player order.
432
433       Talk Mode (list)
434              Determines who is allowed to talk.
435
436       Talk Probability (percentage)
437              Determines the likelihood that a player will speak at the end of
438              a turn.
439
440       Extended Status (toggle)
441              If set, the  status  bar  will  contain  an  additional  row  of
442              extended information during the game (things such as trigger and
443              battery inventories, life, wind).
444
445       Tooltips (toggle)
446              If set, tooltips will be displayed where available.
447
448       AI Controller:
449
450       Human Target Practice (toggle)
451              AI's will always prefer human targets to AI targets (except  for
452              AI's  that fire at random).  When playing against 9 Calculators,
453              this can make your day pretty lousy.
454
455       Allow Offset Targetting (toggle)
456              Generally, when a weapon hits a shield it does less damage  than
457              an  explosion  detonating right outside the shield (weapons hit‐
458              ting the shield do not have a chance to detonate).  This changes
459              the  AI  targetting behaviour so they will deliberately aim out‐
460              side the shield, if their intended victim has raised shields.
461
462       Always Offset (toggle)
463              If the above option is set, this option will  force  the  AI  to
464              always  offset  its  targetting  as  if  the  player  had raised
465              shields.  This allows the AI to compensate for cases  where  the
466              player  may simply not have had their turn yet to raise shields.
467              The downside is the AI will never attempt to score a direct  hit
468              with this option enabled.
469
470       Enable Scan Refinement (toggle)
471              If  set,  harder AIs are allowed to refine their trajectories by
472              computing trajectories that take into account  player  shielding
473              effect  and various other factors they do not normally consider.
474              This option could slow down gameplay a bit  but  makes  the  AIs
475              much more difficult.
476
477       No Budget Constraints (toggle)
478              AI's  will  spend  as much money as they can, disregarding their
479              budget preferences.
480
481       Sound Setup:
482
483       Enable Sound (toggle)
484              When set, music and sound effects will be played.
485
486       Use HQ Mixer (toggle)
487              When set, mikmod's high-quality mixer will be used.
488

COMMAND-LINE OPTIONS

490       --help Display a brief synopsis of the command-line options available.
491
492       --insanity
493              This is insanity, Max!  Or what if it's genius?
494
495       --yields
496              Display weapon yields, and economical yields.
497
498       --geometry=wxh
499              Specify an initial window geometry for xscorch, where w  is  the
500              width and h is the height of the playing field.  Useful for dis‐
501              plays less than around 800x600  resolution.   Note  this  option
502              overrides  the settings in the config file, but you can save the
503              new options to your config file so you  don't  have  to  specify
504              this every time.  You may also use -g.
505
506       --config=file
507              Load an alternate user config file, in file.
508
509       --sound
510              Enable music and sound effects.  You may also use -S.
511
512       --nosound
513              Disable music and sound effects.  You may also use -s.
514
515       --hqmixer
516              Enable use of the high-quality mixer, if sound is enabled.  This
517              may use a lot of CPU power on older machines.
518
519       --nohqmixer
520              Disable use of the high-quality mixer, if sound is enabled.
521
522       --name Set the name of your player, if you  are  initiating  a  network
523              game.  By default, your user name is used.
524
525       --port Set  the  port  number to use in a network game.  This option is
526              only relevant if you also specify  --client  or  --server.   The
527              default  is  dependent on the protocol number, but is some large
528              port number.
529
530       --client=server
531              Start xscorch in client  mode,  and  connect  to  server  (which
532              should already be running).  If --name and --port are not speci‐
533              fied, reasonable defaults are used.
534
535       --server
536              Start xscorch in server mode, and wait for connections from  the
537              clients.   --name may be used in conjunction to specify the name
538              of this player.
539

NETWORK MODE

541       This is very unstable right now, and therefore is not documented.
542

FILES

544       ~/.xscorch/config
545              User's default configuration for xscorch.
546
547       xscorch.txt
548              Copy of this manual page.  This file is installed to your  local
549              share directory, and is used by the on-line help system.
550
551       copying.txt
552              Copy  of  the  GPL.  This  file is installed to your local share
553              directory, and is used by the on-line help system.
554
555       tankprofiles
556              Profile bitmaps for the tanks, usually stored in the local share
557              directory.
558

SEE ALSO

560       The  xscorch  home  page  at  <http://www.xscorch.org/>.  There is also
561       additional documentation in the source distribution.
562

AUTHORS

564       xscorch was written by Justin David Smith  <justins(at)chaos2.org>  and
565       Jacob  Luna  Lundberg <jacob(at)chaos2.org>.  (Please do not list these
566       e-mail addresses on webpages, or list them in other  packages,  without
567       contacting us first.)
568
569       This manual page written by Justin David Smith <justins(at)chaos2.org>.
570       Copyright(c) 2001,2000 Justin David Smith.
571
572
573
574Justin David Smith                 May 2001                         xscorch(6)
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