123456789 Sysop or BBS Name 30 Maximum number of games allowed (Unregistered=9) 255 Maximum number of games per player (Unregistered=1) 60 Maximum number of minutes allowed in game per day per player 12 Minimum number of hours between turns (Unregistered=1) 7 Auto-Delete Completed Games after this many Days (Unregistered=3) Y Are players allowed to begin new games? (Unregistered=Y) Y Use fossil driver if installed? Y/N -1 Fortifications allowed in Normal games (-1 = player selects) -1 Fortifications allowed in Team games (-1 = player selects) 2 Maximum number of countries a player can give to his partner 5 Maximum number of days since player's last turn; aka TimeBomb Limit 0 Locked Baud Rate for HST modems (0 for 2400 baud modems) 14 Auto-Delete Forgotten Games after this many days N Are you running a Multi-Node BBS? Y/N 3 Points awarded to the winner of a normal 3 player game 3 Points awarded to the winner of a normal 4 player game 3 Points awarded to the winner of a normal 5 player game 3 Points awarded to the winner of a normal 6 player game 2 Team game with 1 surviving partner: Surviving partner's points 1 Team game with 1 surviving partner: Dead partner's points 2 Team game with more than 1 surviving partner: Partner who won's points 2 Team game with more than 1 surviving partner: Other Partners points 2 Points for eliminating a player from a normal game 1 Points for eliminating a player from a team game: Partner who eliminated 1 Point for eliminating a player from a team game: other partner(s) 2 Points SUBTRACTED for getting eliminated from any game 4 Points required to advance a rank 0 Lower limit in rankings 2 Number of days before player can play AWOL partner's turn P Hidden names. H/K/P (H=All Hidden, K=All Known, P=Player's choice) 1 Surrender Option allowed? Y/N/1 (Y=To any player, N=No, 1=One opponent) 3 Points SUBTRACTED for surrendering in any game. 80 Reset rankings file (winners.war) at this many points. Y Enable [ENTER]=All prompts? Y/N P Allow Non-Sequential Play games? A/N/P (Unregistered=N) Y Enable mouse when in local mode? Y/N 3F8,4 BaseAddress,IRQ for COM1 2F8,3 BaseAddress,IRQ for COM2 3E8,4 BaseAddress,IRQ for COM3 2E8,3 BaseAddress,IRQ for COM4 WHATSNEW.DOC W:hat's new in Global War 2.40 BULLETIN.ANS O:pening Bulletin Additional Bulletin Additional Bulletin Additional Bulletin --------------------------------------------------------------------------- DO NOT INSERT OR DELETE ANY LINES ABOVE THIS HORIZONTAL LINE! PLEASE BE CAREFUL WHEN EDITING THIS FILE! Global War expects to find the values it is looking for on specific lines. Your registration number MUST be on LINE 1, your BBS name MUST be on LINE 2, etc. You must be very careful not to insert or delete any lines when editing this file, which will cause the values that Global War is reading to be on the wrong line numbers. When upgrading to newer versions of Global War, be sure to use the new WAR.CFG file that comes with the new version. Edit it using your old WAR.CFG as a reference. You may edit the values above, and comments may follow any of the values as long as you leave at least 1 space after the value. Lines 48 and on are ignored, so you may leave these comments in this file if desired. If you have not registered Global War, the default values shown in parenthesis above will be used (Maximum Number of Games Per Player = 1 on line 4 for example), regardless of what you change them to. LINE 1: Your registration number If you decide to register Global War, you will receive a Registration Number. (Please read the file REGISTER.TXT for info on how to register Global War). Edit line 1 and type your registration number here. Make sure the number is typed correctly. A valid registration number will allow you to configure the "Games Allowed", "Games per player", "Hours between turns", "Auto-delete days", "Players allowed to begin games" and "Allow Non-Sequential Play" values, otherwise the default values in parenthesis will be used regardless of what you change them to. Note: Global War will work indefinitely without a valid registration number here. It will NOT quit working, format your hard disk, crash, lock up, or cause any harm to your system just because you haven't registered. The reason some of the values are not configurable is simply to provide an incentive to register the software. LINE 2: Sysop's Name or BBS name Enter the Sysop's first and last name here (or BBS name). If you have registered Global War, your name must appear EXACTLY as you specified it on your registration form. LINE 3: Max Games Allowed (Must be 255 or less) This is the highest game number allowed, or the total number of Global War games that may be playing at any one time. You may have from 1 to 255 games. If you lower this value at some future date, you may have to rename some of the data files (WARxx.DAT, WARxx.MSG, WARxx.REC & WARxx.LOG) so that the game number (xx) is less than or equal to this new value, or Global War will no longer be able to find the game. Setting this value too high will slow down the game. Set it a bit higher than the number of games you anticipate having. A good value is around 30. LINE 4: Max Games per player (Must be 255 or less) This is the total number of active games a player may be in at any time. An active game is one that is under way, or one this is waiting for more players to sign up. Recommended value: 4 or 5. If you have not registered your copy of Global War, only 1 game will be allowed per player regardless of what you set this to. LINE 5: Minutes allowed in the game per day This will allow you to limit the amount of time each player can spend in the door per day. The amount of time the player will be allowed is determined like this: GW takes the number of minutes remaining in the BBS and compares it with this value and uses whichever is less. If the player has already played GW today, the total time already used today is subtracted. Example: The player has 30 minutes left in the BBS. This value is set to 20 minutes. GW will select the 20 minute value since it is smaller. This player has already spent 5 minutes in the game. The 5 minutes used is subtracted from the 20 minutes allowed leaving this player with 15 more minutes in the game today. LINE 6: Minimum hours between turns Every player in Global War gets 1 turn per calendar day. A problem arises around midnight however. A player could take a turn shortly before midnight, and take another shortly after midnight, giving him the unfair advantage of 2 turns in a row. This value will prevent this from happening. Players get 1 turn per day, AND at least this many hours must have elapsed since their last turn. Recommended value: 12 If you have not registered your copy of Global War, a value of 1 hour will be used here, regardless of what you set it to. LINE 7: Auto-Delete Completed Games after this many days When someone wins a game, the game gets deleted so that it can be re-used. It isn't desireable that the game be deleted right away, however. The other players in the game need to be given a chance to call and see who won. This controls when the game does get deleted. The game will be deleted this many days after it ends. Recommend value: 7 Unregistered, Global War will use 3 days here. LINE 8: Are players allowed to begin new games? (Y or N) If this value is set to "Y", players will be allowed to start new games and join games waiting to start. If set to "N", players will not be allowed to begin any new games, nor will they be allowed to join any games waiting to start. This can be used as a sort of "demo" mode to allow unvalidated callers to examine the door without being allowed to play. To do this, install Global War twice on your BBS. Create two WAR.CFG files, one with this option set to Y, the other N. Install Global War twice on your BBS, using the /N switch to specify the desired WAR.CFG file, and set the security levels accordingly. LINE 9: Use fossil driver, if available? If set to "Y", and a fossil driver is loaded, Global War will use it. Fossil drivers provided buffered input and output, which is great for multitasking systems. Global War may be happier without this buffered input and output. In Global War, the spacebar may be used to interrupt maps from printing, etc. Buffered output makes this feature less convenient to use for your users. LINE 10: Fortifications allowed in Normal Games (-1 to 99) After a player finishes attacking, he may optionally fortify a country. You can set the maximum number of fortification moves each player is allowed to make in all games to any desired number from 0 to 99. If you set this value to -1, the player who begins a new game will be asked how many fortification moves will be allowed in this game. This is the preferred option. NOTE: Changing this value will not affect existing games, only new games created after this value is changed. LINE 11: Fortifications allowed in Team Games (-1 to 99) Same as LINE 10, except this is for Team Games. -1 is preferred. LINE 12: Maximum number of countries a player can give to his partner In Team games that use Unlimited Fortifications, this allows you to limit the number of countries that a player can give to his partner during his fortification move. Setting this value too high will allow partners to swap entire continents and collect enormous numbers of armies. I recommend setting this limit to something like 1 to 4 countries. LINE 13: Maximum number of days since player's last turn The number of armies a player collects at the beginning of their turn is calculated using the following formula: [(countries / 3) + continent bonus] x days since last call + commendations. Occasionally, a player may decide not to play for several days. Their plan is to hold off playing, then finally collect several day's worth of armies and try to catch the other players off guard. A player who intentionally (or unintentionally) doesn't play for a long period of time is referred to as a "TimeBomb player". Many Sysops (myself included) consider the TimeBomb tactic to be a legitimate strategy. Many other Sysops consider it unfair that a player can win a game in which he has only played a couple of turns. This option will allow you to set a limit to the number of days that a TimeBomb player will receive armies for. For example, if you set this limit to 4 days, and the TimeBomb player doesn't play for 6 days, he will only receive 4 day's worth of armies. Recommended settings: If you want to allow TimeBomb play, set this value very high (100 days). If you do not like TimeBomb play, set the limit somewhere between 2 and 5 days. LINE 14: Locked BaudRate This option is provided for HST modem owners. If this value is 0 Global War will use the caller's baud rate that it gets from the BBS, otherwise Global War will use this baud rate. If you're NOT using an HST modem, put a 0 (zero) on this line. If you set this value to a baud rate (usually 19200 or 38400) Global War will always run at this baud rate, ignoring whatever baud rate it gets from the BBS. HST users should put their locked baud rate here. LINE 15: Auto-Delete Forgotten Games after this many days If there is no activity in a game (nobody takes a turn, signs up to play the game, etc) in over this amount of time (in days) the game will be considered "forgotten" and will be deleted. Setting this value too low is a great way to delete all your games! I recommend no less than 7 days. If GW finds some absurd value here it will default to 7 days to prevent all your games from disappearing. Recommended value: 7 to 14 LINE 16: Multi-Node BBS? Y/N Set to "Y" if you are running more than one node on your BBS, set to "N" if you have 1 node. When set to "Y", Global War will create temporary files (WARxx.LOK) to lock out games in use by other nodes. --------------------------------------------------------------------------- Note: lines 17-29 deal with scoring. These values must all be positive integers (no decimal points) and should be kept small (don't award a billion points for example). Everybody has a different opinion on how scoring should be weighted, so use whatever you think is fair, however I STRONGLY URGE YOU TO LEAVE ALL THESE VALUES AS THEY ARE. The default values were arrived at after months of debate, discussion, trial, error, blood, sweat, tears, etc. You may want to edit line 29 later on though. See below. ---------------------------------------------------------------------------- LINE 17: The number of points awarded to the winner of a 3 player game A player who wins a normal game with 3 players is awarded this many points. LINE 18: The number of points awarded to the winner of a 4 player game A player who wins a normal game with 4 players is awarded this many points. LINE 19: The number of points awarded to the winner of a 5 player game A player who wins a normal game with 5 players is awarded this many points. LINE 20: The number of points awarded to the winner of a 6 player game A player who wins a normal game with 6 players is awarded this many points. LINE 21: Team game with 1 surviving partner: Surviving partner's points If a Team game ends with only 1 partner on the winning team surviving, this partner is awarded this many points. This player's partner is awarded the value on line 22. LINE 22: Team game with 1 surviving partner: Dead partner's points If a Team game ends with only 1 partner on the winning team surviving, the non-surviving partner on the winning team is awarded this many points. The surviving partner is awarded the value on line 21. LINE 23: Team game with both surviving partners: Partner who won's points If a Team game ends with both partners on the winning team surviving, the partner who won the game is awarded this many points. The other partner is awarded the value on line 24. LINE 24: Team game with both surviving partners: Partner who didn't win's points If a Team game ends with both partners on the winning team surviving, the partner who didn't win the game is awarded this many points. The other partner is awarded the value on line 23. LINE 25: Points for eliminating a player from a normal game A player is awarded this many points every time he eliminates another player from a normal game. The eliminated player loses the number of points specified on line 28. LINE 26: Points for eliminating player from team game: Partner who eliminated In a team game, when one partner eliminates another player, the partner who eliminated the player is awarded this many points. The other partner is awarded the number of points specified in line 27. The eliminated player loses the number of points specified on line 28. LINE 27: Points for eliminating a player from a team game: other partner In a team game, when one partner eliminates another player, the partner's partner is awarded this many points. The other partner is awarded the number of points specified on line 26. The eliminated player loses the number of points specified on line 28 LINE 28: Points SUBTRACTED for getting eliminated from any game When a player is eliminated from any game, this many points are subtracted from the player's score. This value should be positive or zero. LINE 29: Points required to advance a rank The number of points required for each rank advancement. Consider raising this value when players obtain the rank of 5 Star General or higher, or delete your WINNERS.WAR to reset the rankings. Also see Line 35. LINE 30: Lower limit in rankings This is the lowest score allowed in the rankings. If a player has this score or lower, his name will be deleted from the ranking file, which will essentially set their score to zero. This value should be negative or zero. I recommend either 0 or -999 depending on whether you like negative scores. LINE 31: Number of days before player can play AWOL partner's turns Team games only: If a player's partner hasn't taken a turn in over this many days, the player will be given an opportunity to play his partner's turn for him. Recommended value: 2 Set high (100 is good) to disallow players from playing their partner's turns if desired. LINE 32: Allow hidden names? (H, K or P) When player names are "Known", players are referred to by their real names. In games with "Hidden" names, players are referred to as "Player 1", "Player 2", "Player 3" etc, while they are still playing. When they are eliminated from the game, their names become known. In Team games, players always know their partner's name. All names become known when a game ends. This option allows you to enable or disable the Hidden Name feature. H : Force all new games to use Hidden player names. K : Force all new games to use Known player names. P : Allow players to decide if they want Hidden or Known. (recommended) LINE 33: Allow Surrender Option? (Y/N/1) This option will allow a player to surrender to another player. When a player surrenders, all of his countries, armies, and commendations are turned over to the player he surrenders to. The player loses the number of points specified on line 34. The player he surrenders to is awarded the number of points specified on lines 25 or 26. If the surrender causes the game to end, the player he surrendered to will also be credited with winning the game and will be awarded the appropriate number of points (and also his partner if it's a team game). You can configure the surrender option one of 3 ways: Y : Allow any player to surrender to any other player at any time. Caution: If you decide to use this option, I recommend setting line 30 to -999. If line 30 is 0, a player could boost another players rank without affecting his own rank by repeatedly surrendering to that player. This option allows the player to choose who he will surrender to if there is more than one opponent in the game. N : Completely disable the surrender option in all games at all times. 1 : Allow a player to surrender IF AND ONLY IF there is only one opposing player or one opposing team remaining. This is the preferred option. LINE 34: Points SUBTRACTED for surrendering in any game. If a player surrenders the game to another player, this many points are subtracted from the player's score. The value should be positive or zero. LINE 35: Reset rankings file (winners.war) at this many points. This will allow you to reset (delete) your rankings file (winners.war) when a player reaches this many points. Winners.war is deleted, but a backup copy of it saved as WINNERS.TOP. You, or third party utilities, can use WINNERS.TOP to generate some sort of Hall of Fame list if desired. Recommended value: I like to reset my rankings whenever a player reaches the rank of 5 Star General. There are a total of 20 ranks, so I recommend setting this value to 20 times the value you have on line 29. LINE 36: Enable [ENTER]=All prompts? Y/N Y : Enable ENTER=ALL prompts. When asked how many armies to move from one country to another, players may press ENTER to move the maximum number of armies allowed. Preferred. N : Disable ENTER=ALL prompts. Useful if line noise is a problem in your area, or if your players tend to be careless and would prefer not to have the ENTER=ALL prompts. LINE 37: Allow Non-Sequential Play games? A/N/P In previous versions of Global War, turns always consisted of a Deployment phase, followed by an optional Attack phase, and ended with an optional Fortification phase. This type of game is now called a "Sequential Play" game. A new "Non-Sequential Play" option is now available in version 2.40. This option allows players to freely mix the three phases at will. For example, players may start out by Attacking, then Fortify, then Deploy, then Attack some more, and so on. Your configuration Options are: A : Force all new games to use Non-Sequential Play. N : No Non-Sequential Play games allowed. Forces all new games to be Sequential Play games. P : Allow the player who begins a new game to choose Sequential or Non-Sequential play for his game. (preferred). Note: If you have not registered your copy of Global War, this value is not configurable. A value of "N" will be used regardless of what you set it to. LINE 38: Enable mouse when in local mode? Y/N Y : Allow Sysop to play using a mouse in local mode (mouse driver must be installed). N : Disable local mouse support, even if a mouse and driver are installed. Use this if you're experiencing some sort of incurable mouse problem. LINE 39: COM1 BaseAddress,IRQ (Standard setting: 3F8,4) LINE 40: COM2 BaseAddress,IRQ (Standard setting: 2F8,3) LINE 41: COM3 BaseAddress,IRQ (Standard setting: 3E8,4) LINE 42: COM4 BaseAddress,IRQ (Standard setting: 2E8,3) These four lines allow you to configure the Base Address and IRQ (Interrupt Request) for Comm Ports 1 through 4 when using Global War's internal serial communication routines (these do nothing if you're using a FOSSIL driver). It's highly recommended that you don't mess with these unless you know what you're doing. The most common use for these is if you are running more than 2 serial ports in one PC. For example, you could run 4 modems in one PC by setting COM3 to use IRQ5 and COM4 to use IRQ7 on your serial card and setting line 41 to 3E8,5 and Line 42 to 2E8,7. Each active COMM port must use a different IRQ. LINES 43-47: Bulletin files to display You may specify up to 5 bulletin files for callers to read here. These files will be available for callers to view at the Global War main menu. The lines must consist of a filename (with path if the file is not in the same directory as war.exe), followed by at least one space, followed by a description. The first character of this description must be followed by a colon, and the players will select this letter to display the file. Do not use the letters I, T, R, P, S, B or Q as they are already used on Global War's main menu. If the file's extension is .ANS, the entire file will be displayed without any pausing. If it's extension is anything else, the file will be read a line at a time and displayed one screen at a time.