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   Tactical VCR Version 2.00 (Shareware)
   for Vga Planets v3.x, Host v3.22.x

   Copyright (C) 2003  Kenneth A. Strom   All rights reserved.
   VGA Planets (C)(TM) Tim Wisseman


   Tactical VCR
      Web Page --  http://thewarroom.tripod.com/tvcr2.html
      Email -- the_one_relic@yahoo.com

      Register Viewer --
         http://www.regnow.com/softsell/nph-softsell.cgi?item=1509-5


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   Credits

      Mike Arrowwood    ->    Ship art.

      Sumdawgy          ->    Generating numerous test explosions.

      LadyKate          ->    Config, and Testing.

      NicM              ->    Linux test compilings.

      Kero              ->    Linux compiling and Testing.


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   Overview

      Tactical VCR v2.x is a mass combat system, which uses specific
   tactics, speeds and primary target sets for each ship.  By using
   varying tactics fleets will be better able to engage the enemy in
   battle and survive.  Ships are no longer be required to go in and
   slug it out at point blank range until they are dead.


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   Quick Start

      This program requires a host version that has TONS.HST and
   TONS2.HST.  I am not sure which host version added tons2.  If you
   don't have a TONS2.HST, like in phost, simply copy TONS.HST to
   TONS2.HST

      Place the contents of the TACTHOST.ZIP, TACTVIEW.ZIP and
   TVCRSUPT.ZIP files in your main Vga Planets directory.

      Add the following line to, or create auxbc.ini and add...

      tacthost <game dir>

      When host for that game dir runs Tactical VCR 2 will run.

      The host will need to transfer the tvcr##.dat files to players.
   As of the writing of this Autotroll can add these to your players
   zip files.

      To view battles all you need to do...

      Place the tvcr##.dat file in your game directory.
      (Very Important if the game uses alternate data)
      Then run...

      tactview

      Once you have chosen the directory you will be viewing, make
   sure to go and set the COMMAND DELAY, on the last config page, to
   slow the interface to your specific systems speed.


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   Tactics

      Tactics are created by assigning different target types
   different orders and speeds.  This creates a large variety of
   possible tactic combos.  In addition, hard and soft targeting has
   been added to version 2.

      Hard targetting fixes the attacks and tactics to go through the
   ship types in the order they were set.  If the first target type is
   fighters, the ship will fight (w/beams and manuevering) any
   fighters, regardless of any damage being taken by other ships.

      Soft targetting fixes the attacks and tactics on the nearest
   ship, fighter or planet.

      In addition to these, one more set of instructions has been
   added.  A fish finder set has been added to specify the targets of
   torpedos and fighters.  This is a list of the targets to attack
   with fighters or torps.


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   The Primary Targets and Fish Targets

      The primary target types are...

   (U) Unarmed    ->  Any ship with no weapons.

   (G) Gunboat    ->  Any ship with only beams.

   (T) Torpboat   ->  Any ship with torpedo tubes.

   (C) Carrier    ->  Any ship with fighter bays.

   (F) Fighter    ->  Any fighter.

   (S) Special    ->  Any ship with a special ability, except Merlins and
                      Neutronic Refineries.  Covers cloakers, imperial
                      assault, fuel scoops, etc.

   (H) Heaviest   ->  Heaviest enemy ship.

   (L) Lightest   ->  Lightest enemy ship.

   (A) Alchemy    ->  Merlins and Neutronic Refineries.

   (P) Planet     ->  Planet.


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   The Tactics

      The tactics are...

   (W) Withdraw   ->  Retreat while firing.

   (R) Run        ->  Run Away.  (Default for Freighters)

   (A) Assault    ->  Go in and slug it out till victory or defeat.

   (P) Position   ->  Move in range when weapons are armed, move away to
                      recharge.  (Default for all warships)

   (S) Strafe     ->  Similar to Position, but charge all weapons and
                      any time any of the weapons aren't charged you
                      move away.  Good for fast moving ships or low mass
                      ships.

   (E) Evade      ->  Move on an erractic pattern away from your primary
                      target.

   (G) Guard      ->  Move toward the largest ship in your fleet.  Good
                      for making ships wit lots of beams cover and
                      defend other ship.

   (B) BackStab   ->  ** CLOAKERS ONLY **  Combat Cloaking.  Works much
                      like position except that the ship can cloak in
                      combat assuming the ship has less than 1% damage.

   (O) Standoff   ->  Attempt to stay just inside maximum firing range,
                      and move away if you get to close or need to
                      recharge weapons.

   (F) Flanking   ->  Move toward your target but slightly (30 degrees)
                      off of moving directly toward your target.
                      ***   Request For Enhancement Addition  ***


   ***  Cloak Intercept is a specific static mission.


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   The Speed Settings

      The speed settings are very simple 1 to 0.

   (1)   ->  10%

   (2)   ->  20%

   (3)   ->  30%

   (4)   ->  40%

   (5)   ->  50%

   (6)   ->  60%

   (7)   ->  70%

   (8)   ->  80%

   (9)   ->  90%

   (0)   -> 100%


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   Assigning Tactics

      Use the following format to assign the tactics.  Each ship must
   be assigned seperately.  This shouldn't be too much of a problem
   unless you are building a lot of new ships each turn as the tactics
   are stored and used until the ship is destroyed.

   Start the message with...

   <<<  TVCR2 COMMAND  >>>

   And for each ship...

   #xxx PPPPPPPPPP TTTTTTTTTT SSSSSSSSSS H
     ^       ^          ^          ^     ^
     |       |          |          |     |
   Ship #    |          |          |     |
          Primary       |          |     |
          Target        |          |     |
                     Tactic        |     |
                                 Speed   |
                                         |
                            Hard or Soft Targeting (H or S)

   If the ship has tubes or bays you can assign the fish targeting by
   adding another line...

   -PPPPPPPPPP
        ^
        |
     Primary
     Target

      There can be more than one set of tactics assigned in each
   message you send to yourself.


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   Major Changes in Battles VCR to TVCR2

      All ships at the same xy in a battle fight at once.

      TVCR2 is highly configurable.  Currently, using the viewer on
   the directory you wish to host the game is the best way to
   configure the settings.  If you have a specific set you like you
   can also make one directory with those settings and back up the
   configuration to use later.  If you do not set up a configuration,
   the host program will use the default configuration.

      If more than 500 turns go without combat, the battle ends.

      Planets are much more powerful.  With the default settings, a
   planet with very high defense and no starbase can destroy some of
   the biggest capital ships.

      Planets CAN have torps.

      Planets CAN use SB torp inventory for defense.

      Planets CAN capture ships.

      Planets CAN score Priority Build Points (PBP).

      The race that DESTROYS the ship gets the PBPs, even if it was
   originally their ship. Example...

      Lizard MDSF and LCC meet a Fed Nocturne...
      the Nocture captures the MDSF...
      the LCC torps the MDSF and blows it up...

      The Lizards get the PBPs for blowing up the MDSF.


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   Bugs, Comments, Suggestions and RFEs.

      You can email me with any specific bugs, comments, suggestions or
   requests for enhancement.

      For bugs, please be quite specific on what you believe is going
   wrong.  Include what you set the tactics at or if they are default,
   ship information, beams, bays, tubes.  A specific statement of the
   problem for quickest identification.  And if you want you can include
   a zipped tvcr##.dat file so I can look at the VCR in question.  And
   the version of which you are using.


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