@database Uropa_Guide
@master Programming:Uropa/Documents/uropa.doc
@$VER: Uropa_Guide 2.1
@author "Stephen J.Smith"
@(c) "Copyright 1996"
@wordwrap
@font Courier.font 13

@node MAIN "UROPAČ release 2.0 documentation"

                        @{b}UropaČ - The Ulterior Colony@{ub}
                            ShareWare Release 2.1

                     © Copyright 1996 @{" Austex Software " system "MultiView Gfx/AustexLogo.iff"}



 @{" Introduction           " Link Introduction} What's it all about?

 @{" General Specifications " Link General_Specifications} Necessary information  
 @{" Base Rooms             " Link Base_Rooms} Rooms you'll encounter
 @{" Base Game Fighting     " Link Base_Game_Fighting} How to stay on top
 @{" Base Station           " Link Base_Station} The Elderado station
 @{" Surface Section        " Link Surface_Section} The 3D light source part
 @{" Game Controls          " Link Game_Controls} How to play

 @{" HovarWar Serial Link   " Link HovarWar} Two player war mode

 @{" UropaČ FAQ             " Link UropaFAQ} Frequently asked questions
 @{" Hints & Tips           " Link Hints&Tips} Play the game better
 @{" Copyright              " Link Copyright} Legal stuff
 @{" Registration           " Link Registration} Shareware details
 @{" Contact Authors        " Link Contact} E-Mail
 @{" Changes                " Link Changes} Game History

@endnode

@node Introduction "Introduction"

Welcome to UropaČ.

UropaČ is a combination 3D isometric and 3D light sourced vector game which is based
on the moon of Uropa. Battle the evil Kapones and seek out the mastermind of their
operations!

 @{" Background         " Link Background} Story behind Uropa
 @{" InterCorp Briefing " Link InterCorp_Briefing} Covert operation information

Good Luck....

@endnode

@node Background "Background"

During the interstellar wars against the alien invasion forces, a vast majority of
earths colonies sustained major damage to their structures and defence systems. The
invasion force was repelled at great human loss, the earth colonies were slow to 
develop to their former civilized position.

To prevent such wide spread destruction from being forced upon the Earth colonies,
they banded together with mother Earth to form a peace keeping force. This peace
keeping force is known as @{b}Intercorp@{ub}.

@{b}Intercorp@{ub} is the military arm of the Earth Colonies and is funded by a user pay
policy. Any action that @{b}Intercorp@{ub} engages in, is paid for by the colony or
colonies making the request.

@{b}Intercorp@{ub} is structured into three main Task Forces. The Central Task Force is
made up of Humans and Intelligent droids known as Tekites. The Humans are the command
and both Humans and Tekites provide the main attack and counter attack forces of
@{b}Intercorp@{ub}. The Key Task Force is made up of intelligent droids known as
Kapones. The Kapones provide ongoing defence at major or important installations owned
by the Earth colonies. The third section is the Centurion Task Force. It numbers 100
of the elite Tekites. You are the newest addition to the Centurion Taskforce.

The Centurions are a covert strike force which are mainly used in covert intelligence
operations or tactical strikes against enemy installations prior to the Central Task
Force arrival.

The colony of UropaČ is based on a small moon revolving around the planet of Jupiter, 
at one time known as Europa. The moon was almost destroyed during the wars, but due 
to the rich resources on the moon, the colonists re-built the moon and renamed it
UropaČ. The moon is situated on the outer reaches of the Earth controlling zone and
because of its strategic position, has been set up as a  major link in communications
and detection of hostile fleets entering the zone.

There are twelve bases, scattered across UropaČ , which are networked together
providing a unique system of integration. Each base is capable of space and sub-space
surveillance at different detection levels. Only the central communication base,
Castalia, is capable of direct contact with @{b}Intercorp@{ub}. 

UropaČ detection systems were placed under the control of human colonists. These
colonists have no weapons or defence training and as a result of their peaceful
nature, the protection of the colony was charged to Key Task Force of @{b}Intercorp@{ub}.

From suspected reasons of greed, the Key Task Force on UropaČ has rebelled against
@{b}Intercorp@{ub} and has gained command of the moon. Communications with the moon 
have ceased and the fate of the colonists is unknown. The Kapones are acting as
mercenaries for one of @{b}Intercorps@{ub} interstellar enemies and have been tasked
with the destruction of UropaČ.

@endnode

@node InterCorp_Briefing "InterCorp Briefing"

@{b}Time: 2200 hrs Wednesday 17th June 2099.@{ub}

@{i}Phase-I:@{ui} @{b}Intercorp@{ub} has been actioned by the UropaČ colony to regain control
of their moon and destroy the rebel Kapones. @{i}Phase-I@{ui} of the operation commenced
with the sending of six Covert Tekite Operatives (C.T.O's) from the Centurion
Taskforce onto the moon to gather forward intelligence for the following two phases. 

At 0200 hrs, four of the C.T.O's were transported back on board this Star Cruiser. The
fifth Centurion has been stranded on UropaČ and is the subject of Operation Nomad.
Contact was lost with the sixth C.T.O. and it's now known that he has been captured.
As a result of the intelligence gathered during @{i}Phase-I@{ui}, the operations have
been planned for phase 2 and will commence at 0000 hrs. on the 18th.

@{i}Phase-II:@{ui} The remaining Tekites from the Centurion Taskforce will be
transported down from this Star Shifter Cruiser to the moon of UropaČ below us. Each
Tekite has been given a series of Tactical Operations to perform, the details of these
operations are contained in your personal @{" Operations Folder " Link Operation_Folder}.

These strike operations are aimed at the Kapones communications and command. Success
of these operations will weaken the rebel Kapones defences and lower their moral,
making the final major assault, @{i}Phase III@{ui}, easier to complete. The details of 
Phase 3 will not be shared with the Tekites in the Centurion Task Force in case of 
capture and data interrogation.

@{i}Your Prime Directive is:@{ui}

To rescue as many of the colonists as possible from each base. They should be returned
to this Star Cruiser via the main transporter room in each base. This is necessary so
that they may be returned to their normal functions on UropaČ once the battle for its
control has been won.

To destroy all Kapone Commanders within each base. If you fail to do this,it will make
phase 3 of the battle more difficult and result in the loss of more Tekite and human
lives.

Tekite Bluebeard, you will commence your mission in the main transporter room on the 
base of Castalia. Your first operation is @{i}"Blackout"@{ui} (refer to @{" Operations Folder " Link Operation_Folder}).

It is necessary that you complete all operations and any further operations that maybe
communicated to you as you progress. 

Always remember your prime directive!

You have been supplied with a laser sword for use in stunning the Kapones, but it will
be necessary to obtain more powerful weapons in your quest to complete your assigned
operations. These weapons can be purchased from Armoury rooms within the bases. The
Colony will debit you as operations are successfully completed.

For travel between bases, we have managed to obtain an @{b}Eagle-V@{ub} hovar. It 
appears to be in good working order and should enable you to travel to any base or
sector required by operations. You need all your skills to survive any enemy attacks 
however.

Good luck, and...  Be careful out there.

@endnode

@node General_Specifications "General Specifications"

The game is divided into two main sections.

First, each base on the moon is represented by 3D isometric graphics. The view will
be of you in each room as you wander around the base. Each base is located under
ground and can only be entered by transport from a floating base station on the moons
surface. 

The second section involves the moons surface. It is represented by 3D vector light-
sourced graphics. The view will be from inside your Hovar vehicle looking out. This is
the only way to travel from base to base.

Each base station on the surface provides the link between a base and your hovar.
Transportation from a base to the base station will enable you to replenish your
hovar before embarking on base to base travel.

 @{" Dashboard Display     " Link Dashboard_Display} The status bars
 @{" Dashboard Icons       " Link Dashboard_Icons} What they are and what they do

@endnode

@node Dashboard_Display "Dashboard Display"

There are two status bars, one on the left and one on the right of the dash. The left
bar indicates your current energy level. When full it will be a complete long green
bar. When your energy reaches a critical low level it will begin to flash red. If this
occurs, it's time to bail out of any battle you are fighting as death is imminent!

The bar on the right indicates the temperature status of the current weapon you are
carrying. When it reaches minimum effectiveness it will begin to flash red and the
fire rate will slow until it cools down again.

@endnode

@node Dashboard_Icons "Dashboard Icons"

There are six operational icons on the dashboard. These icons are selected by clicking
on them with the mouse or by using the matching keyboard function keys.
See @{" Game Controls " Link Game_Controls}

The icons going from left to right on the dash are;

 @{" Communications      " Link Communications} Messages sent to you
 @{" System Functions    " Link System_Functions} Various functions (load game etc..)
 @{" Weapon Inventory    " Link Weapon_Inventory} What weapons you have
 @{" Weapon select       " Link Weapon_Select} Current weapon select
 @{" Inventory           " Link Inventory} What items you have
 @{" Map                 " Link Map} Where you are
@endnode

@node Communications "Communications"

Selecting this icon will bring up a display of all the current messages you have
received. These may be internal or external messages depending on how you obtained
them.

This icon will flash when an external message has been received, this will also be
accompanied by a ringing sound if it is a priority message. Simply click on the
gadget to bring up the communication window. The left list of names refers to the disks
or broadcast messages to read. If the message is from a message disk, then it will say
@{i}"DISK"@{ui}. If the message is from a broadcast reception, then it will say
@{i}"BCST"@{ui}. The number after each of these refers to the date stamp associated with
that message.

Selecting one of the messages in the list will be highlighted and the message will be
displayed in the read area on the right. You can use the gadget scroll bar and up/down
gadgets to view long messages.

The dashboard icon layout is @{" here. " Link Dashboard_Icons}

@endnode

@node System_Functions "System Functions"

 @{" General Information " Link General_Information} Main system window
 @{" Load Save           " Link Load_Save} Load and save gadgets
 @{" Preferences         " Link Preferences} User settings
 @{" Operation Folder    " Link Operation_Folder} Covert operation information
 @{" Personal Modules    " Link Personal_Modules} Personal enhancements
@endnode

@node General_Information "General Information"

This icon will bring up the information window. This window displays information
regarding your general status on the left and the personal modules you are currently
using on the right. The information supplied is as follows;

	·	@{b}Current Location@{ub}
		Whilst in a base this will tell you of the current base 
		name. If you are on the surface then the type of 
		Hovar you are currently in will be displayed.

	·	@{b}Current room@{ub}
		The name of the room you are currently in. If you 
		are on the surface then your current sector location 
		will be displayed instead.

	·	@{b}Intercorp Credits@{ub}
		The amount of credit you have earned. You must 
		have a credit card before you can collect and use 
		credits. Some computer systems will not function 
		until you insert a credit card.

	·	@{b}Data Downloaded@{ub}
		The amount of data that you have downloaded 
		from enemy droids.

	·	@{b}Operation Time@{ub}
		This is the amount of time you have spent on the 
		current operation.

	·	@{b}Time left@{ub}
		The time you have before Phase III commences 
		(refer to briefing). All your allotted operations must 
		be completed before Phase III commences.

	·	@{b}Current legal status@{ub}
		Your current legal status could either be "@{i}lawful@{ui}", 
		"@{i}rogue@{ui}", or "@{i}criminal@{ui}". Inadvertent shooting of 
		colonists will bring about a "rogue" rating. 
		Continual killing of colonists will inevitably bring the 
		wrath of other Tekites upon you.

	·	@{b}Colonists left@{ub}
		The current number of colonists left in the base to 
		rescue.

	·	@{b}Commanders left@{ub}
		The number of Kapone Commanders left in the 
		base to destroy or capture. Generally there will 
		only be one Commander per base.


The dashboard icon layout is @{" here. " Link Dashboard_Icons}

@endnode

@node Load_Save "Load Save"

Selecting either of these gadgets will bring up a file requester. This allows you to
save or load the game at its present stage. Note that the game play still continues
while the requester is displayed.

Games maybe saved anywhere and @{i}almost@{ui} at any time. You can not save your game
while in the base station or playing HovarWars.

Every game file is saved with it's own icon.

@endnode

@node Preferences "Preferences"

Selecting this gadget (or pressing the "O" key) will bring up the preferences window.
You can control some in-game functions such as the sound effects and your Centurion
name. The default name is @{i}"Bluebeard"@{ui}.

@{b}No Background Music/Fx@{ub} turns off all music and background effects.

@{b}Background Music@{ub} will play a music file instead of background effects. You
can supply your own music files to play if you wish. To play these, you need to use the 
preferences program.

@{b}Background FX@{ub} plays different effects depending on what room you are in.

@{b}Use Sound FX@{ub} allows all explosions and weapons sounds to be heard. This
option is independant from the background sounds.

@{b}Non-active window pause@{ub} mode is used whenever you want to switch to the
Workbench screen and automatically pause the game. When you click the left mouse
button in the game window, the game will resume.

@{b}Close window on move@{ub} is used to quickly close a window down whenever you
move. If de-selected, a window will remain open while you move. This can be of a 
benefit on the surface while using the map.

@{b}Alternate control @{ub} provides the player with a 30° rotation of the controls
so that the forward of the joystick or keyboard equivalent will move the player
directly upwards on the screen, rather than the default move to the top-right. Other 
directions are rotated accordingly.

@{b}Detail Low-Ultra@{ub} selects the detail level of 3D objects in the surface section.
You should select this @{b}before@{ub} going to the surface.

@{b}Render accuracy@{ub} enables or disables the dither mode for 3D objects.

@{b}Twinkling stars@{ub} enables or disables twinkling stars on the 3D backdrop.

@{b}Backdrop scenery@{ub} enables or disables the backdrop on the surface.

@{b}Object lights@{ub} enables or disables flashing lights on hovars and buildings. 



@endnode

@node Operation_Folder "Operation Folder"

This gadget (or pressing the "f" key) will give you access to your personal operations 
folder. The operations folder is divided horizontally into two areas. The upper area
displays a list of operation names to select, the credits you have earned per
operation and the status of each operation. The bottom area displays the operation 
details of the selected operation.

To select an operation to read, move the mouse pointer over the operation name and 
press the left mouse button. This will highlight the operation name and display the 
details of this operation in the lower area.

The status of an operation is either @{i}"Incomplete"@{ui} this indicates that not all
objectives for an operation have been completed. @{i}"Complete"@{ui}, indicates all
objectives have been met and the operation is finished.

Lastly, @{i}"Failed"@{ui} this means that an important objective can no longer be
completed due to some action or in-action on your part.

If an operation has failed it may be possible to complete the remaining objectives
and still earn some credits for the operation, but the amount of credits will be far 
less and the status will still remain as "Failed".

Pressing the @{i}"Objectives"@{ui} gadget on the bottom right of this window will display
the main objectives necessary to complete the currently selected operation.

@endnode

@node Personal_Modules "Personal Modules"

On the right hand side of the system window is a section which has six small module 
slots (black squares). This is where your personal modules will be inserted as you 
collect or purchase them. By double clicking on any of these modules with your left 
mouse button, a red square will appear around the module (indicating it's selected) 
and a small window will appear giving a short description of this module.

There are six different personal enhancement modules that can be attached to you.
These are;

	·	@{b}Room sensor@{ub}
		Used to indicate if there are any objects within the 
		current room which can be collected.

	·	@{b}Energy enhancer@{ub}
		This module will decrease the energy drain when 
		being attacked.

	·	@{b}Energy regenerator@{ub}
		This module increases your energy at an 
		accelerated rate.

	·	@{b}Optic enhancement@{ub}
		The optic module increases your perception of 
		holographic images.

@endnode

@node Weapon_Inventory "Weapon Inventory"

This icon will bring up a window containing your current inventory of weapons, weapon 
enhancements and rounds of ammunition.

The top row of selection boxes can each contain a weapon. The small indent bar above 
each of these boxes indicates the amount of effectiveness the weapon has. The bar below 
each of these boxes indicates the rounds of ammunition that weapon contains.

The second row of six selection boxes can each contain up to nine weapon enhancement 
modules. Each of these modules can be attached to any of the weapons in the above row.

To add a weapon enhancement to a weapon, you click on the box containing the
enhancement, and by dragging the mouse whilst holding the left mouse button down, you 
move the icon image of that module over to the weapon you wish to enhance. Simply let 
go of the left mouse button  once you have the enhancement icon over that weapon, it 
will then be attached to that weapon.

Each weapon may be reloaded with ammunition via the reload button at the bottom of the 
window. Simply select the weapon you wish to reload by clicking on it's box, then press 
the reload button.

The dashboard icon layout is @{" here. " Link Dashboard_Icons}

@endnode

@node Weapon_Select "Weapon Select"

Each weapon container in your weapon inventory can be selected for use by clicking
on this icon. Next to each of these icons will be a number referring to the amount
of ammunition left in that weapon, except for the laser sword (the weapon given to
you by default), which uses no ammunition as such.

The dashboard icon layout is @{" here. " Link Dashboard_Icons}

@endnode

@node Inventory "Inventory"

Selecting this icon will bring up the inventory window. This window contains all the 
objects you carry in the main inventory hold. Each box in the window can contain one 
object that was either found or bought. 

Selecting an object in the inventory will cause a simple descriptive text to be
displayed in the bevel text box towards the bottom of the window. Once an object is 
selected, you may then proceed to use, insert or drop that object.

Insertion of most objects can only be achieved by being physically next to a computer 
with special object access. In most cases, a message will be displayed within the 
window if an error occurred during insertion. If you are not next to a computer or 
accessible device, then the insertion gadget will be disabled.

Using an object is more commonly done with objects that have a special interface, such 
as the @{b}T.E.D.@{ub} (Timed Explosive Device) or the @{b}LockPik Device.@{ub} See
@{" Battling and Weapons " Link Battling_And_Weapons}. Any object that can not be used,
will bring up an error message.

Weapons Canisters (blue Canisters), and Weapon Enhancement modules (yellow Canisters)
will automatically go to your Weapons inventory when they are collected. However if
you already have that particular weapon or nine of the same enhancements, then the 
canister will then go to this main inventory hold.  Later, when there is room in the 
weapons inventory you can select any of these Canisters, and then pressing the use 
button will cause the item to be transferred to your @{" Weapon Inventory " Link Weapon_Inventory}
ready for use.

Personal Enhancement modules (red Canisters) also automatically go to the module area 
on you general information window unless you already have this module.

Objects can be dropped just about anywhere. If there is no space to drop the object,
then the drop gadget will be disabled. 

@{i}Note: By dropping the @{b}T.E.D.@{ub}, you actually activate the device and the
timer commences. Be careful...@{ui}

The dashboard icon layout is @{" here. " Link Dashboard_Icons}

@endnode

@node Map "Map"

Activating this icon will bring up the base map window while inside a base or a
surface map while in your hovar vehicle.

@{b}Base Map:@{ub} This window will display the current map of the base you have
currently explored. You can zoom in and out using the @{i}In/Out@{ui} gadgets. The
@{i}Centre@{ui} gadget will re-draw the map with the room in the centre of the map
being the current room you are in. You can scroll around the map area by moving the
mouse pointer about the map and pressing the Left mouse button as the pointer changes
into one of eight different directions. The size of this scroll area depends upon the
amount of the base area you have explored. Selecting the find button will bring up a
string requester for you to enter a name. You may enter a room name to search for,
the name can be complete or just the first couple of letters. When you the return
key the map will be centred over the room, however this will not locate rooms that
you have not already been to and are visible on the map. @{i}SetMark@{ui} and @{i}ClearMark@{ui}
are all disabled whilst in the base.

@{b}Surface Map:@{ub} The surface map is similar in operation to the base map. All of
the known sectors are displayed here and may update depending on what new places you
discover. The @{i}SetMark@{ui} gadget is used to mark a position on the map to be
used as a reference point. The @{i}ClearMark@{ui} gadget clears the reference point from
the map.

The dashboard icon layout is @{" here. " Link Dashboard_Icons}

@endnode

@node Base_Rooms "Base Rooms"

Throughout the bases on the moon, you will encounter many different types of rooms.
Here is a description of some of the more common types of room that you will find;

 @{" Transporter       " Link Transporter} Transport and translink rooms
 @{" Supply            " Link Supply} Buy items to help you out
 @{" Security          " Link Security} They are there for a reason
 @{" Living Quarters   " Link Living_Quarters_and_Workers_Quarters} Colonists home away from home
 @{" Generator Control " Link Generator_Control} Oxygen supply control
 @{" Generator         " Link Generator} Oxygen generation
 @{" IEC               " Link Intelligence_Exchange_Center} Sell information for credits
 @{" Armoury           " Link Armoury} Buy weapons to help you out
@endnode

@node Transporter "Transporter"

The first room you will start at will be the transporter room. From this room you can
travel to the Base Station (on the surface) or to any other translink rooms. To
transport, you need to access the transport computer located in the room. Use the 
access gadget when the transport window appears and select you destination. 

Once the transporter starts, you should hear the sound of the transporter device
working. You must be standing in the centre area defined by the circular pad to be 
transported. 

You may transport any creature/droid using this device.

@endnode

@node Supply "Supply"

Most bases will have a supply room from which to purchase miscellaneous goods. These 
rooms will contain various items from food to personal enhancement devices.

To use buy goods from this room, you need to have a @{b}U.C.C.@{ub} (Uropa Credit
Card). Insert this card into the supply computer to get access to the supply menu.
Supply menu will list the item types available in the current room. Selecting one of 
the item types will then bring up a sub-menu which will list all the items of that
type with the prices and quantity available. Selecting on each item will add one to
the amount you want whilst subtracting the quantity left. The total price will
increase accordingly.

You may either accept the order or cancel at this stage. Once an order has been
accepted, the items will be placed in your main inventory and credits deducted from 
you credit card. If there is no room left in you inventory for these items, then an
error message will appear.

@endnode

@node Security "Security"

Each base has areas which require security access. The doors could either be locked or 
unlocked according to the security computer status in the room. 

If a security door is locked, you can either walk through by having the base ID card 
in you possession, by blowing open the door, or by using a Lock pick device.

Once inside the room, accessing the security computer will allow you to lock or unlock 
the doors. Colonists will only come through these doors if they are unlocked, whereas 
Kapones have security access to most of the rooms in the base.

@endnode

@node Living_Quarters_and_Workers_Quarters "Living Quarters and Workers Quarter

These rooms are quite common and are the places where most colonists will be found.
They may contain objects hidden by the colonists when the base was attacked and by 
searching all the objects in a room, you may find something which could be of use.

@endnode

@node Generator_Control "Generator Control"

The generator control room is usually guarded by some Kapones. These Kapones will have 
to be destroyed before accessing the control computer. Once you access the computer,
you may need to enter a generator control code found on the appropriate key. This key
may be given to you, or hidden somewhere within the base.

Once you enter the code, you will have access the control menu. If the generator
is working, then you can enable it, by selecting the @{i}Enable Generator@{ui} option.

If it is not working and requires repair, you can select the @{i}Examine Generator@{ui}
option. This will give a detailed examination of the generator sections and a report 
on the findings. Once you have determined the fault(s), you will need to repair the
unit, and then return to this menu.

@endnode

@node Generator "Generator"

The generator unit powers the surveillance systems for the entire base. The repair of 
these units is vital to the success of the overall set of operations.

The generator may be faulty and require repair. You may need to find the fault by
accessing the control computer in a nearby room. See @{" Generator Control " Link Generator_Control} Once
the fault has been determined and you have worked out the object(s) required for
repair, you may insert them into the unit to activate the auto-repair sequence.

@endnode

@node Intelligence_Exchange_Center "Intelligence Exchange Center (IEC)"

These rooms contain computer units which let you gain credits for information. It is
a @{b}U.C.C.@{ub} Device and therefore requires the insertion of a credit card. Any
information you have from downloaded droids can be uploaded into these computers.

To upload data, you must have first @{" Downloaded Data " Link Downloading_Data}. Most bases will give
around 1 (one) credit for each megabyte of data uploaded.

@endnode

@node Downloading_Data "Downloading Data"

Data can be downloaded from most droids once they have been stunned. See @{" Laser Sword " Link Laser_Sword}.

Access to a droid after stunning will bring up the download window. Select the start
gadget to initiate to download procedure. As the data is transferred, a bar indicates
the progress.

Once the data has been downloaded, the droid may be destroyed by minimal shots to its
shell.

@endnode

@node Armoury "Armoury"

The armoury room is similar in operation to the @{" Supply " Link Supply} room. By
inserting your credit card, you may access the available items for purchase. Once
these items have been selected from the menu, they will appear in the weapon holder
units nearby. 

To pick up the objects from purchase, you need to access the appropriate holder and
take the objects inside. If your inventory is full, you will get an error message.

@endnode

@node Base_Game_Fighting "Base Game Fighting"

UropaČ is not just searching and thinking, it also requires a certain physical skill
so that you may succeed.

 @{" Battling and Weapons " Link Battling_and_Weapons} The hard stuff
 @{" Weapon Enhancements  " Link Weapon_Enhancements} Extra items to make it easier

@endnode

@node Battling_and_Weapons "Battling and Weapons"

Battles are the most predominant occupation for the Tekite droid. The better the
weapon(s) a Tekite has, the greater the chance of defeating the Kapone empire. If
you are having difficulty surviving battles then try looking at the @{" Hints & Tips " Link Hints&Tips} 
section.


@{b}Laser Sword:@{ub} This is the weapon that all Centurions have built in. It is a
simple weapon and is one of the few that can cause droid stunning. It uses low power
and provides an effective means of destroying Kapones. This weapon is a single beam,
chest firing weapon with a short range.

The sword supplies an electrical charge to its tip, this can be used to damage the
control of enemy droids. When droids are damaged they will become erratic in their
movement for a short time. If you continue to use the sword on them in this state
you will eventually destroy their internal circuitry causing them to become inactive. 
When they are in this state, you may access their download circuitry and perform a
@{" Data Download " Link Downloading_Data}.

@{b}Phaser Gun:@{ub} The phaser gun is a fast single shot firing gun that supplies
short phaser blasts from the chest centre. It is a longer range weapon and has more
power in its shots than the sword but is not able to stun, only destroy. It can be
quite useful when fully enhanced. 

@{b}Blaster:@{ub} The blaster is a very good weapon for quick battles. It uses a twin
firing mechanism from the Tekites arms and is best used with both shots lined up on
an enemy. It has far more power then a phaser but over-heats quicker. This weapon will
quickly dispose of most enemy droids.

@{b}Mega Blaster:@{ub} The Mega-Blaster is a similar weapon to the blaster but fires
five blasts at a time in a spread fashion. This is very useful when attacking or
defending against multiple enemies. However care should be taken if you have allies in
the same room as they spread effect may hit them.

@{b}Flame Thrower:@{ub} This weapon will fire a blast of flame from both arms. It is
very effective in short range combat destroying most enemy very quickly. However,
without a heat resistant barrel it is only usable for a few shots. It is also limited
by range. This weapon is better against aliens that can feel pain rather then metallic
droids. 

@{b}Disrupter:@{ub} The disrupter fires a ball of plasma from the Tekite. This will
have a similar effect on the enemy as the sword. However the disrupter is a long range
weapon and far more powerful. It is quite capable of damaging a Kapones circuitry with
a single hit.

@{i}This weapon is most useful in stunning Kapones for access.@{ui}

@{b}FPL:@{ub} The weapon fires a twin laser bolt in very rapid time.This weapon when
fully enhanced is probably the most effective weapon you have to choose from. However,
keep an eye on your ammunition when using this.

@{b}Rockets:@{ub} The Tekite is capable of rocket fire similar to that of the Kapone
warrior. You have an advantage in that you can fire twin rockets. This weapon is the
most powerful one available and also the most drain on ammunition.

@endnode

@node Weapon_Enhancements "Weapon Enhancements"

There are six different weapon enhancements. Any combination or all of these can be
added to any droid weapon. Also most of these enhancements can be added to your Hovar
weapons although there are a few restrictions. Adding enhancements to a weapon is
explained in the section @{" Weapon Inventory " Link Weapon_Inventory}.

Some of these are;

	·	@{b}Auto-Fire@{ub}
		This will enable the weapon to fire continuously by 
		holding down continuously on the fire button. 
		Without this added, it will be necessary to 
		continually press the button for a weapon to fire.

	·	@{b}Weapon Coolant@{ub}
		This enhancement allows the weapon to cool down 
		a lot quicker.

	·	@{b}Heat-resistant barrel@{ub}
		This enhancement will stop the weapon from 
		heating up quickly. It allows more shots to fire 
		before the weapon starts to over-heat.

	·	@{b}Booster@{ub}
		Adding this enhancement will increase the hitting 
		power of a weapon.
 
	·	@{b}Automatic sight@{ub}
		This enhancement when added to a weapon will 
		restrict the weapon from firing when a friendly 
		(Colonist or other Tekite) is targeted. This 
		particularly useful for a weapon like the 
		mega-blaster which can sometimes hit a friendly 
		droid with its plasma spread.

	·	@{b}Green energy@{ub}
		This enhancement will increase the efficiency of a 
		weapons use of ammunition. The amount of 
		ammunition used will be halved for that weapon.

@endnode

@node Base_Station "Base Station"

Each base station floats above its corresponding base which is buried deep underground.
Each station, based on the @{i}Elderado@{ui} series, contains holding bays for hovar
vehicles, maintenance depots and supply terminals.

By moving the mouse over the presented screen, you can select one any of three actions
that may be performed whilst in a base station. 

These are;

	· Beam down to the base below. Your hovar is left in the 
	base station while you go about your operation.

	· Go to the station foyer. Here you can buy weapons, collect
	objects left by transporting colonists and check various
	systems status. See @{" Elderado Computer " Link Elderado_Computer}

	· Transport your hovar down to the surface for travel to 
	another base.

While on the moons surface, all that is required to beam into a base station is to
position your hovar under a base station, come to a complete stop and wait for a few
seconds. The transporter needs a steady subject for matter transformation.

@endnode

@node Elderado_Computer "Elderado Computer"

All computer systems within @{i}Elderado@{ui} stations are networked to the base
station underground. From these terminals you can access the following menus;


	· 	@{b}Access Hovar Supply@{ub}
		If you need to buy weapons or ammunition for your 
		Hovar,then use this menu.

	· 	@{b}View Hovar status@{ub}
		Select this menu to view the current status of your 
		Hovar vehicle, prior to departing the station. It is 
		advisable to do so before leaving as the vehicle 
		may be sabotaged during the Phase II operations.

	· 	@{b}View Hovar Weapons Status@{ub}
		This will display the weapons fitted to your Hovar.

	· 	@{b}View Kill sheet@{ub}
		A log of all kills performed during the game are 
		shown here for your information. This is broken 
		down into @{i}"Droids"@{ui} destroyed and @{i}"Hovars"@{ui} 
		destroyed.

To leave the @{i}Elderado@{ui} foyer and return to the Hovar room simply move towards
the open edge of the room and you will appear back to the view of your @{b}Eagle-V@{ub}.

@endnode

@node Surface_Section "Surface Section"

The surface section of the game is your means of travel from one Base to another.
Your view will change to first person perspective as you fly about in your
@{b}Eagle-V Hovar@{ub}.

 @{" Surface Dash           " Link Surface_Dash} A modified dashboard
 @{" Heads-Up Display       " Link Heads-Up_Display} Helpful control unit
 @{" Surface Game Fighting  " Link Surface_Game_Fighting} Battle details
 @{" Surface Objects        " Link Surface_Objects} What you may find on the surface
 @{" EAGLE-V Weapons System " Link EAGLE-V_Weapons_System} Weapons available to you
@endnode

@node Surface_Dash "Surface Dash"

The dashboard for the @{b}Hovar@{ub} is quite similar to the dash used in the base
section. However, a large radar has been added to the centre of the dash.

There are four indicator LEDs in this part of the dash, two on each 
side of the radar;

	·	@{b}Upper left LED@{ub}
		Spare bulb when the other LEDs don't work...

	·	@{b}Upper right LED@{ub}
		Base sector detection. When in a base sector, this 
		led will be activated.

	·	@{b}Lower left LED@{ub}
		Enemy missile detection. This led will activate 
		when an enemy missile has been detected and is 
		tracking your hovar.

	·	@{b}Lower right LED@{ub}
		Low fuel detection. This led indicates that your 
		hovar is low on fuel and that you should find a 
		base station and re-fuel.

@endnode

@node Heads-Up_Display "Heads-Up Display"

The @{i}Heads Up Display@{ui} (@{b}HUD@{ub}) appear centre screen just extending above the dash.
The @{b}HUD@{ub} is only available during front view and will turn off when viewing left/right
or rear. The @{b}HUD@{ub} can also be turned off for the front view by pressing the "H" key.

The @{b}HUD@{ub} supplies three pieces of information, a scrolling strip on the top of the @{b}HUD@{ub}
displays the current direction of travel in a 360° format, there is also four letters
on the strip indicating @{i}"N" North, "E" East, "S" South, and "W" West.@{ui}

The left vertical bar with the letter "V" at the top is the Hovars current velocity,
the right vertical bar with the letter "F' at the top is the amount of fuel being
carried by the Hovar.

@endnode

@node Surface_Game_Fighting "Surface Game Fighting"

The @{b}Eagle-V Hovar@{ub} does not have the ability to be invisible to radar, therefore
you will often be attacked by enemy hovars when flying on the surface. Usually, you
will not be aware of enemy hovars until your radar system picks up incoming laser fire.

Most of the enemy hovars are fitted with laser cannon only and do not have the
awesome weaponry available to the @{b}Eagle V@{ub}. However some of the enemy do have 
a variety of guided missiles at their disposal.

See @{" EAGLE-V Weapons System " Link EAGLE-V_Weapons_System}
@endnode

@node EAGLE-V_Weapons_System "EAGLE-V Weapons System"

The @{b}Eagle-V@{ub} can be fitted with 8 weapon types, some of these weapons employ
auto-targetting of hovars. To use auto-targetting you must first be in forward view
with the H.U.D. enabled. The H.U.D. will auto-target the nearest hovar within the
H.U.D. display and within firing range. The detected hovar will then have a yellow
diamond drawn around it. To select that hovar as a target, press the "T" key and the
yellow diamond will turn red. Also, the name of the detected hovar will appear in the
top left corner of the viewing screen.


A missile can now be launched by pressing the fire button (or return key or "A' on the
keyboard). The hovar will remain targetted whilst within  range, but doesn't have to
be within view. If the selected Hovar moves out of range, you will lose target
selection. 

To de-select a target, press the "T" key again and the red diamond will disappear 
allowing you target a different Hovar.


The eight weapons available are:

@{b}Laser:@{ub} This weapon is supplied at the commencement of the game. It is a
direct firing weapon meaning that it will fire a laser bolt in the direct line the
hovar is facing. This weapon is quite satisfactory especially when enhanced.

@{b}HS 1200 Missile:@{ub} This is a heat seeking guided missile. As with both types
of missiles it can not be launched until an auto-target has been selected (see auto
targetting above). This missile is a very fast missile with a destructive payload.
The missile follows its target using heat seeking technology. This is not as accurate
as laser guidance but is much cheaper. This weapon is best used to destroy stationary
ground targets or hovars flying in a fast straight line.

@{b}LG 0500 Missile:@{ub} This is a laser guided missile and uses the same method of
targeting as the HS 1200 Missile. This missile has a very accurate targeting system
and is quite useful in dog fight situations. Its destructive payload is not as
powerful as the HS 1200 but it should be able to destroy most hovars with a single
missile. Don't waste this missile on stationary ground based targets.

@{b}Plasma Bolt:@{ub} The plasma bolt weapon will launch a ball surrounded by plasma
energy. This is also an excellent weapon for dog fighting. It does not need to be
targeted before firing, the hovar should be aimed in the direction of the target
before firing. It does have a very simple guidance system that allows it to curve
towards moving targets but generally its not considered as a guided weapon.

@{b}Missile decoy:@{ub} This weapon is for defensive purposes. When fired it is
launched from the rear of the hovar. It is a small homing module that will causes
all enemy missiles to change target to itself. It does not effect your own missiles
targets. It will be destroyed when hit by a missile or after a period of time.

@{b}Laser II:@{ub} This is a twin bolt laser that operates exactly the same as the
first laser. It simply fires two bolts at a time instead of one.

@{b}Plasma Bolt II:@{ub} Once again this is a repeat of the Plasma Bolt weapon but
it fires twin plasma bolts.

@{b}Negatron:@{ub} Oh, I don't know, something awesome I s'pose.


@endnode

@node Surface_Objects "Surface Objects"

There are many objects on the surface of Uropa. Some are natural, others are not.
The objects that will concern you the most are;

 @{" Recharge Units      " Link Recharge_Units} Breathing space
 @{" Collectable objects " Link Collectable_objects} Replenishment
 @{" Base Station        " Link Base_Station} Back to safety

@endnode

@node Recharge_Units "Recharge Units"

These units are found in various sectors and allow you to recharge your shields by
stopping your hovar vehicle under them. A charge action will be produced as long as
your hovar is stationary.

You can stay under these units for as long as you like, but an attack wave of enemy 
ships may knock the energy from you shields faster than the recharge unit can
replace it.

@endnode

@node Collectable_objects "Collectable objects"

These objects may be found anywhere and can provide weapons, enhancements and shield
boosts.	

In the normal game play, these objects will not re-appear once they have been picked
up. In the @{b}HovarWar@{ub} section of the game, these objects come back after a certain
time.

@endnode

@node Base_Station "Base Station"

To land at a base station you must fly underneath a base station, come to a complete
stop and wait for a few seconds. The transporter needs a steady subject for matter
transformation.

@endnode

@node Game_Controls "Game Controls"

The game may be controlled from keyboard, mouse and joystick.

 @{" Keyboard Controls " Link Keyboard_Controls}
 @{" Joystick Controls " Link Joystick_Controls}
@endnode

@node Keyboard_Controls "Keyboard Controls"

Keyboard controls are always accessible. Most key controls are re-configurable by
the user.

	@{b}@{u}Base Section@{ub}@{uu}

	'F1'			-	Communications
	'F2'			-	Load/Save/Info
	'F3'			-	Status
	'F4'			-	Weapon select
	'F5'			-	Inventory
	'F6'			-	Base Map
	Cursor left		-	Move west
	Cursor right 		-	Move east
	Cursor up		-	Move north
	Cursor down		-	Move south
	Cursor-SHIFT or
	Cursor-CAPSLOCK		-	Double speed movement

	A			-	Fire
	RETURN			-	Fire/Access
	1..8			-	Weapon select
	TAB			-	Window gadget cycle forward
	TAB-SHIFT		-	Window gadget cycle reverse
	TAB-ALT			-	Window selection forward
	TAB-SHIFT-ALT		-	Window selection reverse
	O			-	Preferences window
	F			- 	Operations folder

	@{b}@{u}Surface Section@{ub}@{uu}

	'F1'			-	Communications
	'F2'			-	Load/Save/Info
	'F3'			-	Status
	'F4'			-	Weapon select
	'F5'			-	Inventory
	'F6'			-	Surface Map
	Cursor left		-	Rotate anti-clockwise
	Cursor right		-	Rotate clockwise
	Cursor up		-	Increase velocity
	Cursor down		-	Decrease velocity
	A			-	Fire
	RETURN			- 	Fire/Access
	1..8			-	Weapon select
	TAB			-	Window gadget cycle forward
	TAB-SHIFT		-	Window gadget cycle reverse
	TAB-ALT			-	Window selection forward
	TAB-SHIFT-ALT		-	Window selection reverse
	O			-	Preferences window
	F			- 	Operations folder	
	H			- 	HUD on/off toggle
	Z			-	Radar zoom range toggle
	T			-	Targetting toggle
	Keypad 8		- 	Fore view
	Keypad 6		- 	Starboard view
	Keypad 4		- 	Port view
	Keypad 2		- 	Aft view

@endnode

@node Joystick_Controls "Joystick Controls"

Controls for both surface and base sections;


	Stick left		-	Move west
	Stick right		-	Move east
	Stick forward		-	Move north
	Stick backward		-	Move south
	Fire button		-	Fire/Access

	While accessing a computer terminal and holding down 
	the FIRE button, the following controls are enabled;

	Stick left		-	Window selection reverse
	Stick right		- 	Window selection forward
	Stick forward		-	Window gadget cycle reverse
	Stick backward		-	Window gadget cycle forward

@endnode

@node UropaFAQ "Uropa FAQ"

Q. @{i}The game says it can't find the austex library?@{ui}
A. You are probably running kickstart <v36. Copy the .library files from the
   main UropaČ directory into your libs: directory.

Q. @{i}What Amiga do I need to run the game?@{ui}
A. The minimum system required to run the game is a 68000 CPU, 1.5Meg
   of RAM (of which 1Meg has to be Chip Memory), and a hard drive.
   However, we highly recommend a 68020 or greater CPU and 1Meg or more
   of Fast Memory. Also, the game requires a Hard Drive.

Q. @{i}The game screen flickers horribly, especially when I move the mouse
   around?@{ui}
A. Turn off any FastBlit programs you might be running. This should help.

Q. @{i}The game seems slow on my AGA machine even though I have a fast processor
   and lots of fast memory?@{ui}
A. Mode promotion could be a cause. The game will run promoted, but it does
   slow the game down somewhat.

Q. @{i}I received a message saying I failed this operation, but I still can't
   select the next operation?@{ui}
A. Before you are allowed to select the next operation you must still complete
   the remaining objectives.  Failure of one objective doesn't stop you from
   completing the others for an operation.


Q. @{i}Sometimes when I change the detail level while on the surface, I seem
   to be trapped and can't move?@{ui}
A. Some objects are added to the playing area when in a higher detail level.
   It is possible to be in the same physical position as these objects and
   causes a collision which stops you from moving. The solution is to change
   the detail level to low, move away, then reset the detail level. As a 
   general rule, you should set the detail level before entering the surface
   section.

Q. @{i}How do I get back objects that colonists pick up?@{ui}
A. Use the colonist interface and ask for the objects back. If there's room
   in your inventory, you'll get them.
   
Q. @{i}What about objects carried by colonists that are transported to the
   StarShifter?@{ui}
A. Any objects they carried are deposited in the Elderado station foyer. Go
   there and pick them up.

Q. @{i}The colonists won't follow me into a security room. Why not?@{ui}
A. Access the security room computer and unlock the doors. The colonists can't
   open locked doors.

Q. @{i}A screen comes up after I finished some operations, but the image is corrupted?@{ui}
A. Turn off any mode promotion utilities you may have running.

@endnode

@node HovarWar "HovarWar"

@{b}HovarWar@{ub} allows two player action using a serial cable between two Amiga computers.
Both computers should be evenly matched in terms of hardware, but this is not
necessary.

A serial cable is required to join the two Amiga computers together.

	 Amiga One	 Amiga Two
       25-Pin RS232    25-Pin RS232
	   Pin		   Pin
	    2	.......	    3		Transmit to Receive
	    3	.......	    2		Receive to Transmit
	    4   .......     5		RTS to CTS
	    5   .......     4		CTS to RTS
	    7	.......	    7 		Gnd to Gnd

 @{i} Note: For baud rates of 19200 and slower, the RTS/CTS connections may
   be disconnected ,however, it is recommended that they are joined.@{ui}

· Make sure both computers are turned off and connect the cable up.
  @{b}NEVER CONNECT THE CABLES WHILE THE COMPUTERS ARE ON!!@{ub}

· Power up both Amigas and select the @{b}HovarWar@{ub} option from the operations
  folder. If all goes well, the two computers will connect and you can start battling
  it out!

· Both computers should be set to the same settings. Machines don't have to
  be the same though. (one could be ECS, the other AGA...)

· Most HovarWar levels have been designed for a minimum detail level setting of
  medium.
  
· Minimum recommended system would be a 68030 CPU at 25Mhz or greater and at
  least 2Meg of FastRam.


@endnode

@node Registration "Registration"

UropaČ is shareware. The game is restricted is some ways and if you pay the fee
those restrictions are lifted. 

Please print out the form "OrderForm" in the documents directory of UropaČ and fill
in your details. No order will be processed unless it is signed. By signing the order
form, you agree to only install the keyfile onto one computer and also not to give
the keyfile to others.

@{b}Keyfile via e-mail@{ub}

	@{i}Cash@{ui}               AUS$30 (US$25)
	@{i}Postal Money Order@{ui} AUS$30 (US$25)
        @{i}Direct debit@{ui}       AUS$30 (US$25)
	@{i}Foreign Check@{ui}      AUS$40 (US$32)

@{b}Keyfile via mail@{ub}

	@{i}Cash@{ui}               AUS$40 (US$32)
	@{i}Postal Money Order@{ui} AUS$40 (US$32)
        @{i}Direct debit@{ui}       AUS$40 (US$32)
	@{i}Foreign Check@{ui}      AUS$50 (US$40)

@{b}Full version via mail@{ub}

	@{i}Cash@{ui}               AUS$45 (US$36)
	@{i}Postal Money Order@{ui} AUS$45 (US$36)
        @{i}Direct debit@{ui}       AUS$45 (US$36)
	@{i}Foreign Check@{ui}      AUS$55 (US$44)


        Direct Debit to:
        Name:    Austex Software
        Bank:    Commonwealth Bank of Australia
        Code:    064834
        Account: 1009-9225     
	@{i}Note:@{ui}    - Make sure all charges are paid at your end.
                 - Please enter your name or email on the transfer form.

The full version (minus keyfile) will be freely available, so you can save
some money by obtaining the game from such sites as the Austex Web Site,
Aminet or a local BBS.

@{b}NOTE!!@{ub}A quick way to obtain your keyfile would be to direct debit our bank account
and fax your signed order form to us.

Mail or fax your order to:

		@{b}AUSTEX SOFTWARE@{ub}
		P.O. BOX 48
		Kirwan
		Queensland 4817
		Australia.
		
		Fax: +61 77 716098
	
@endnode

@node Hints&Tips "Hints & Tips"

	If you are having difficulty completing operations or find yourself
	continually dying, then this section may help you.  However, if you
	are doing fine, then don't read this section as you may get more
	satisfaction working out game strategies yourself.

	· Make sure you understand the operation objectives, don't just kill
	anything that moves as you may fail an operation objective. In particular,
	be aware in surface operations of the direction to travel to locate
	any required structures.

	· Make sure you search all room objects as you will often find objects
	to enhance your weapons or yourself.
	
	· When you first commence, your weapons are fairly limited. However, you
	can still battle against a Kapone droid with the laser sword and win.
	Stay at a reasonable distance to a Kapone and it will try to fire a
	rocket at you. As soon as it raises its arm to fire, move to the side 
	and move in close and use the laser sword before it can drop its arm down 
	and attack you. Don't wait until it has actually started the rocket firing
	as this is too late.  Do this a few times and you will soon stun the droid.
	When doing this, make sure you have the "caps lock" key on so that you
	are moving at full speed.
	
	· After stunning any droids make sure you destroy them. It is possible
	that they maybe carrying objects you may need. Destroying them will make
	them drop any objects they may possess.
	
	· Don't forget to use the weapon enhancements, as they will improve the
	power and efficiency of the weapons. For example, a fully enhanced
	Mega-blaster will easily take care of anything you meet in the game.
	
	· Early in the game you need to gain credits to buy more weapons. It's
	better to stun droids and download their information before destroying
	them.	
	
	· When you come across a Kapone Commander, you will need fairly heavy
	weapons	to destroy it. In the early operations, don't try and take them
	on with the Laser Sword or Laser Gun. There will always be sufficient
	Timed Explosive Devices (TED) hidden to allow you to destroy it. If you
	waste your TEDs, then you're in trouble. It is possible to destroy them
	with a Laser gun, but it does take some skill.
	
	· Having a hard time geting passed those black guns that pop-up out of
	the floor? Well, there are two points to consider here. Firstly, they
	often shoot when you are moving or firing your weapon. You can sometimes
	manouver around a room slowly and they won't fire much. Secondly, they
	can't rise up if you place something on them. Try shooting them and
	when they drop down, place something from your inventory on them.

	· If you're still having trouble surviving, then try going to the surface
	as soon as you have destroyed the communications room in operation Blackout.
	At this time, the Kapone hovars attack in small numbers. So, fly around 
	destroying them and build up your credits, then return to the base and 
	purchase better weapons.
	
	· If you still can't survive after all these hints, then seriously, you
	aren't a very good games player are you!.
	
	
@endnode

@node Copyright "Copyright"

   **********************************************************************
   *                                                                    *
   *                   @{b}UROPAČ - The Ulterior Colony@{ub}                     *
   * 			    @{i}ShareWare Version@{ui}				*
   *                                                                    *
   *      Copyright (C) 1996 AUSTEX SOFTWARE  All Rights Reserved  	*
   *                                                                    *
   **********************************************************************

   Standard Disclaimer:

	This software is provided "AS IS". No Warranty is made with
	respect to reliability, accuracy, or operation. Austex Software
	and the authors of this software take NO responsibility for any
	damages to equipment as a result of the use of this software.
	Austex Software	and the authors of this software take NO
	responsibility for any damages to equipment as a result of any
	action from references mentioned in this documentation.

	Use of this software and documentation is made at the users own
	risk.


@endnode

@node Contact "Contact"

@{i}Languages!@{ui} If anyone would like to help convert UropaČ into their native
language, then please contact us below;

If you have any comments or questions, then please;

@{b}E-Mail@{ub}
		Stephen J.Smith:   steve@ph4227b.jcu.edu.au
		Paul N.Goulding:   paul@ultra.net.au

		Bug Reports:       uropabugs@ph4227b.jcu.edu.au
				   (please quote version number, your Amiga system
				    and any other relevant information when sending
				    in a bug report)

@{b}Austex Web Site@{ub}
		http://ph4227b.jcu.edu.au

@{b}Snail Mail@{ub}
		AUSTEX SOFTWARE
		P.O. BOX 48
		Kirwan
		Queensland 4817
		Australia.
@endnode

@node Changes "Changes"

(18-Dec-96) @{b}v2.1@{ub}
	- Final operation bug fixed.
	- Operation Blackout success message given even
	  if you failed bug fixed.

(23-Nov-96) @{b}v2.0@{ub}
	@{i} Full version releases from now on@{ui}
	- Save game bug fixed.
	- Miscellaneous text corrections.
	- Save file requester color change.
	- Dash weapons icons should now be correct.
	- Workbench exit fixed.
	- Sliding now occurs on collision with surface objects.
	- All four hovarwar levels complete (additional levels
	  may be added later).
	- Orderform and guide price updated.
	- File requesters improved.
	- Reverse TABCycle in OpFolder fixed.
	- HovarWar startup bug fixed.
	- Improved surface sectors.
	- Added surface negatron weapon.
	- Pause mode added to HovarWar.

(24-Sep-96) @{b}v1.3@{ub}
	- Final screen can now be exited by the correct keys.
	- Fixed library startup problem when launching
	  game from WorkBench (no austex.library msg).
	- Palette color bug fixed.
	- Minor cosmetic rooms changes.

(16-Aug-96) @{b}v1.2@{ub}
	- Fixed minor copper related bugs

(28-Jul-96) @{b}v1.1@{ub}
	- Message window update bug fixed
	- Fixed bug with file load corruption on surface
	- Fixed bug with operation time calculation
	- Terminal window error message color fixed

(04-Jul-96) @{b}v1.0@{ub} Changes since beta release 6.550
	- Window rendering changed (slightly faster)
	- Bugfix: Colonist freeze problem corrected.

@endnode

