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2<!DOCTYPE refentry PUBLIC "-//OASIS//DTD DocBook XML V4.2//EN"
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4<refentry id="crimson.6">
5<refentryinfo>
6  <date>January 20 2007</date>
7  <author>
8    <firstname>Jens</firstname>
9    <surname>Granseuer</surname>
10    <address><email>jensgr@gmx.net</email></address>
11  </author>
12</refentryinfo>
13
14<refmeta>
15  <refentrytitle>crimson</refentrytitle>
16  <manvolnum>6</manvolnum>
17</refmeta>
18
19<refnamediv>
20  <refname>crimson</refname>
21  <refpurpose>a hex-based tactical combat game</refpurpose>
22</refnamediv>
23
24<refsynopsisdiv>
25  <cmdsynopsis>
26    <command>crimson</command>
27    <arg choice="opt">--level <replaceable>level</replaceable></arg>
28    <arg choice="opt">--width <replaceable>w</replaceable></arg>
29    <arg choice="opt">--height <replaceable>h</replaceable></arg>
30    <arg choice="opt">--fullscreen 1|0</arg>
31    <arg choice="opt">--sound 1|0</arg>
32  </cmdsynopsis>
33
34  <cmdsynopsis>
35    <command>crimson</command>
36    <group choice="req">
37      <arg choice="plain">--help</arg>
38      <arg choice="plain">--version</arg>
39    </group>
40  </cmdsynopsis>
41</refsynopsisdiv>
42
43<refsect1><title>Description</title>
44  <para><application>Crimson Fields</application> is a tactical war
45  game in the tradition of the popular
46  <application>Battle Isle</application>. Two players
47  command a number of units on a map of hexagons, trying to
48  accomplish mission objectives ranging from defending important
49  locations to simply destroying all enemy forces. Damaged units
50  may be repaired or replaced by new recruits, while victorious
51  squadrons will improve their abilities so they will be even
52  more difficult to beat next time.</para>
53
54  <para>The game can be played against a human adversary in
55  hot-seat mode, over a network, or via e-mail, or against a computer
56  player.</para>
57
58  <para>The level editor
59  <citerefentry><refentrytitle>cfed</refentrytitle><manvolnum>6</manvolnum></citerefentry>
60  can be used to create your own levels.</para>
61</refsect1>
62
63<refsect1><title>Options</title>
64  <para>If called without options <command>crimson</command> will
65  open its main window using the settings from the last session or
66  the defaults if no previous settings exist.</para>
67
68  <variablelist>
69    <varlistentry>
70      <term><option>--level</option> <replaceable>level</replaceable></term>
71      <listitem>
72        <para>Skip the level selection window and load the mission
73        file <replaceable>level</replaceable>. The file may be
74        either a standard level file or a saved game. When starting a
75        new game this way you will be playing a single map against the
76        computer without any handicaps.</para>
77      </listitem>
78    </varlistentry>
79
80    <varlistentry>
81      <term><option>--width</option> <replaceable>w</replaceable></term>
82      <listitem>
83        <para>Set screen width to <replaceable>w</replaceable>.
84        Minimum screen width is 320. Default is 800.</para>
85      </listitem>
86    </varlistentry>
87
88    <varlistentry>
89      <term><option>--height</option> <replaceable>h</replaceable></term>
90      <listitem>
91        <para>Set screen height to <replaceable>h</replaceable>.
92        Minimum screen height is 240. Default is 600.</para>
93      </listitem>
94    </varlistentry>
95
96    <varlistentry>
97      <term><option>--fullscreen</option> 1|0</term>
98      <listitem>
99        <para>Turn fullscreen mode on/off. The default is to start
100        in windowed mode.</para>
101      </listitem>
102    </varlistentry>
103
104    <varlistentry>
105      <term><option>--sound</option> 1|0</term>
106      <listitem>
107        <para>Turn sound on/off. The default is on.</para>
108      </listitem>
109    </varlistentry>
110
111    <varlistentry>
112      <term><option>--help</option></term>
113      <listitem>
114        <para>Print a usage message on standard output and exit.</para>
115      </listitem>
116    </varlistentry>
117
118    <varlistentry>
119      <term><option>--version</option></term>
120      <listitem>
121        <para>Print version information on standard output and
122        exit.</para>
123      </listitem>
124    </varlistentry>
125  </variablelist>
126
127  <para>The display and sound options given to <command>crimson</command>
128  on startup will be saved to file and restored on the next program
129  start.</para>
130</refsect1>
131
132<refsect1><title>Getting Started</title>
133<refsect2><title>Introduction</title>
134  <para>The once peaceful planet Nexus has been invaded by beings calling
135  themselves the Empire of Kand who are determined to conquer Nexus or
136  destroy it completely. The public unrest has become violent as the
137  people attempt revolution against the invasion, but the Empire of Kand
138  are quick to silence opposition. Nexus is on the verge of war and its
139  people have formed factions to battle the Empire. As a member of one
140  of the major rebel factions, the Free Nexus Army, your goals are
141  obvious: to drive the intruders back to whichever part of the galaxy
142  they came from and restore peace on planet Nexus...</para>
143  <para>(This is the background story for most of the included missions
144  and the default campaign. There may be maps with entirely different
145  settings.)</para>
146</refsect2>
147<refsect2><title>Main Menu</title>
148  <para>The main screen presents a number of widgets to configure the
149  game. The most important decision is whether you want to play a
150  skirmish match, a campaign, or load a saved game. Skirmishes are
151  stand-alone maps while campaigns consist of a number of maps which
152  must be played (and won) in sequence. Each map that you advance to
153  during a campaign will also be unlocked for skirmish matches. While
154  campaigns can only be played against the computer, skirmishes can
155  additionally be played as hot-seat matches (two players on one
156  computer taking turns), e-mail matches (see <xref linkend="pbem"/>),
157  or over a network, and when playing against the computer you
158  get to choose which side you want to play on. For both game types
159  you can optionally define a handicap, to make the game a bit easier
160  or harder. What this means exactly depends on the map being played
161  but in most cases a handicapped player will have fewer units or
162  resources at his disposal than his opponent.</para>
163  <para>The large box on the left lists all available skirmishes,
164  campaigns, or saved games, while the box on the right displays a small
165  image of the selected map or, for campaigns, the story. For
166  skirmishes, the number in brackets shows the recommended number of
167  players. Missions designed for one player are often rather unbalanced
168  if played against another human since the computer plays so different
169  from a human, although a handicap can sometimes fix this.</para>
170  <para>After you have selected a map hit <guibutton>Start</guibutton>
171  to enter the game.</para>
172</refsect2>
173<refsect2><title>First Steps</title>
174  <para>After starting the match you will be presented with the mission
175  briefing. Here you are given your orders and objectives to win the map.
176  As both players usually have different and conflicting goals, each
177  player gets his own briefing session at the beginning of his first
178  turn.</para>
179  <para>After the briefing you will be presented with the map. This
180  is your command center. From here you can issue most of the orders
181  that will determine the outcome of the mission. The first player
182  commands the yellow units while the second player or computer
183  takes control of the blue units.</para>
184  <para>The map consists of small regions of land (or water) each known
185  as a <emphasis>hex</emphasis> (sometimes also called
186  <emphasis>field</emphasis> or <emphasis>square</emphasis>).
187  Left-clicking on a hex selects that hex and moves the cursor to it. If
188  there is a unit on the selected hex then a small bar will appear in
189  the lower left of the screen showing the rank of the unit, its type,
190  and the squad size (see <xref linkend="experience"/> for more
191  information about ranks). If there is instead a building or shop on
192  the selected hex, the information bar displays the name of the shop
193  and possibly some icons representing special attributes (see
194  <xref linkend="crystals"/> for details). Shops may occupy several
195  fields, but they only have a single entrance, which is marked by the
196  colour of the respective owner. Buildings with a white entrance are
197  neutral and not controlled by any player.</para>
198  <para>A right-click on one of your units generally brings up a context
199  menu for that unit (this does not apply to enemy units). Here you can
200  view the unit stats, or inspect its contents (transporters
201  only). Other units like mine-sweepers may have special skills which
202  also show up here. If the unit is not a transporter and does not offer
203  any special skills, the menu is skipped and you are directly taken to
204  the stats display.</para>
205  <para>The stats window is basically divided in two parts. The top part
206  shows the unit name and its values for speed, armour, and effectiveness
207  against ground troops, aircraft, and ships in that order, from the top
208  left to the bottom right. Most units have a weapon range of 1, meaning
209  they can shoot at units one hex away (i.e. directly next to it). For
210  units with different settings, the actual range is given in brackets
211  after the weapon power. The second part of the window lists the most
212  important terrain types. Shaded terrain indicates that the unit cannot
213  cross that ground.</para>
214  <para>Right-clicking anywhere but on a unit or pressing
215  <keycap>F1</keycap> pops up the <guimenu>Game</guimenu> menu where you
216  can review your mission objectives, take a look at an overview map, or
217  save your game, for example.</para>
218  <para>You select one of your units by simply clicking on it. Large parts
219  of the map will now be shaded to indicate that the unit cannot move
220  there. Unshaded enemy units are potential targets. To move to an
221  accessible field or attack a foe, simply double-click the respective
222  hex. If you accidentally sent your unit to a hex you did not want it to
223  go to, right-clicking on the unit gives you the option of reverting the
224  last move, as long as it did not trigger any special events.</para>
225  <para>If you click twice on one of your shops or a neutral one, you
226  enter that building. Of course, you can also move units into shops,
227  although only some units (<emphasis>Infantry</emphasis> in the default set)
228  can move into shops not owned by you, and some buildings may not allow
229  all unit types. Quite often buildings are important mission objectives.
230  Taking the enemy headquarters, e.g., is a very common goal. But even if
231  you do not specifically need to control a certain shop for victory, it
232  can still be very helpful as it may be possible to repair or build
233  units (see <xref linkend="crystals"/>).</para>
234  <para>When you have issued all orders, select <guibutton>End Turn</guibutton>
235  from the <guimenu>Game</guimenu> menu. Your commands are then executed,
236  fights are resolved, and your opponent gets his chance to strike
237  back...</para>
238</refsect2>
239</refsect1>
240
241<refsect1><title>Movement</title>
242  <para>Each unit may only move once each turn, and only if it did not
243  initiate combat on the same turn. <emphasis>Artillery</emphasis> and
244  <emphasis>Anti-Aircraft Guns</emphasis> cannot attack if they have already
245  been moved on the same turn. To move around on the map, a unit needs
246  <firstterm>movement points</firstterm>. The number in the upper left
247  corner of the unit information dialog (which can be brought up for one
248  of your units by right-clicking it) indicates how many hexes the unit can
249  move under optimal circumstances. The actual range is determined by
250  several factors.</para>
251
252  <para>For ordinary ground units the terrain can greatly reduce
253  the range of action. The maximum can only ever be reached on
254  roads, everything else will slow the unit down, and mountains
255  more so than forest. For airborne units or ships, terrain is of
256  no importance.</para>
257
258  <para>Enemy units can be trapped in order to prevent them from
259  using superior speed or to deny them access to certain areas of
260  the map. A unit which attempts to cross a hex between two
261  hostile units or one hostile unit and inaccessible terrain will
262  be stopped immediately after passing through.</para>
263
264  <para>A unit cannot leave a transport or building and enter
265  another one on the same turn. Enemy buildings can only be
266  conquered by infantry units.</para>
267</refsect1>
268
269<refsect1><title>Combat</title>
270  <refsect2><title>Results</title>
271    <para>Basically the probability to hit an enemy unit in combat
272    is the same for all unit types, although the attacker always
273    gets a slight advantage. This hit probability is then modified
274    by effects such as experience, distance to the target, terrain,
275    or wedging (see below). Similarly, each unit gets assigned a
276    probability for evading an attack which is then modified by
277    experience, terrain effects and blocking. If a unit scores a
278    hit it will increase its attack pool by an amount equal to its
279    strength. A unit which successfully evades an attack will have
280    its defence pool grow by an amount equal to its defence or
281    armour value. Finally, each attack pool is compared to the
282    enemy's defence pool, and the resulting ratio determines the
283    casualties on both sides.</para>
284  </refsect2>
285
286  <refsect2><title>Terrain</title>
287    <para>Terrain is an important factor in combat as it can
288    heavily influence a unit's effectiveness. For example, fighting
289    on a road or open plains will greatly increase attacking
290    strength but offers relatively poor defensive capabilities,
291    whereas a unit in the mountains will profit from the higher
292    position in both attack and defence. Terrain modifiers do not
293    apply for aircraft.</para>
294  </refsect2>
295
296  <refsect2><title>Wedging</title>
297    <para>Friendly units can help increase the combat strength of
298    an attacking unit without attacking themselves. For each
299    friendly unit which is adjacent to and capable of shooting at
300    the defender, the attacker will get a 10 per cent bonus. If the
301    unit is adjacent to the defender, but cannot attack it the
302    bonus is reduced to 5 per cent. A friendly unit in the back of
303    the defender will earn another 5 per cent bonus, or 10 if it
304    could also attack. It does not matter whether a wedging unit
305    actually attacks the defender. Wedging does not work for
306    long-range attacks.</para>
307  </refsect2>
308
309  <refsect2><title>Blocking</title>
310    <para>In a manner similar to wedging, defending units may
311    improve their position in combat. For each friendly unit
312    adjacent to the attacker and the defender, the defending unit
313    will have its combat strength increased by 10 per cent. Just
314    like wedging, blocking does not help against long-range
315    attacks.</para>
316  </refsect2>
317
318  <refsect2 id="experience">
319    <title>Experience</title>
320    <para>Veteran units are usually much stronger than newly
321    assembled ones. If you manage to wipe out an enemy unit your
322    unit will receive three experience points. If the enemy is only
323    damaged you will still get one point. Every three experience
324    points a unit advances to a new rank which improves its combat
325    skills. Still, a seasoned infantry unit will have a very hard
326    time against a group of recently recruited heavy tanks.
327    Destroying mines does not earn any experience points.</para>
328  </refsect2>
329</refsect1>
330
331<refsect1 id="crystals"><title>Crystals</title>
332  <para>Crystals represent the resources required to maintain and
333  enlarge your army. You need them to repair damaged units or
334  build new ones.</para>
335
336  <refsect2><title>Repairs</title>
337    <para>Units which have been damaged in combat can be repaired
338    in any building equipped for this purpose (a
339    <firstterm>workshop</firstterm>). To check whether a building
340    is a workshop, click on it. For workshops a wrench icon will be
341    displayed in the small info bar that appears in the lower left
342    of the screen, and a repair button is available in the icon bar
343    inside. Repairing will restore a unit to its full strength and
344    requires an amount of 5 crystals, no matter what kind of unit
345    it is or how badly is was damaged. Apart from the crystal cost
346    the unit loses one experience point for each rookie that fills
347    up an empty slot.</para>
348    <para>The ability to repair damaged units is not necessarily
349    limited to shops. Some unit types may offer the same service
350    (from the standard unit set, for example, the
351    <emphasis>Aircraft Carriers</emphasis> can bring aircraft back
352    into shape). Repairs in units works exactly the same way as
353    in workshops, and you also need to supply the crystals to do
354    so.</para>
355  </refsect2>
356
357  <refsect2><title>Production</title>
358    <para>To build new units you need some crystals and a
359    <firstterm>factory</firstterm> (hammer icon). The amount of
360    crystals required depends on the type of unit you want to
361    build: A squad of light reconnaissance vehicles is cheaper
362    than a group of heavy attack choppers. Most factories can not
363    produce all unit types, even if you could afford it. If you
364    click on the production button inside a factory, you are shown
365    the list of units which can be built in this particular
366    factory. Next to each unit type is the amount of crystals that
367    will be consumed. Newly built units can only move on your next
368    turn.</para>
369  </refsect2>
370
371  <refsect2><title>Mines</title>
372    <para>To replenish your supply of crystals you need
373    <firstterm>mines</firstterm>. Mines are buildings which
374    'produce' a certain amount of crystals each turn.
375    They can not be identified from the outside. Many maps do not
376    have any mines at all, so it is always a good idea to consider
377    carefully what you spend your resources on. Crystals can be
378    transferred from one building to another (e.g. from a mine to
379    a factory) using any transporter unit.</para>
380  </refsect2>
381</refsect1>
382
383<refsect1 id="pbem"><title>Play-By-E-Mail</title>
384  <para>If <application>Crimson Fields</application> is played in
385  play-by-e-mail mode, the game will automatically be saved
386  whenever a player ends her turn. The resulting save file can
387  then be sent to your opponent using your favourite mail client
388  program.</para>
389
390  <para>On your first turn you will be asked for a password. You
391  will be prompted for this password at the beginning of each of
392  your turns to prevent your opponent from spying. Note, however,
393  that the password only offers very mild protection if you are
394  playing against deliberate cheaters. Choose your enemies
395  carefully!</para>
396</refsect1>
397
398<refsect1><title>Files</title>
399  <para>Unix
400  <simplelist>
401    <member><filename>~/.crimson/crimsonrc</filename></member>
402    <member><filename>~/.crimson/levels/</filename></member>
403  </simplelist></para>
404</refsect1>
405
406<refsect1><title>See Also</title>
407  <para>
408    <citerefentry><refentrytitle>cfed</refentrytitle><manvolnum>6</manvolnum></citerefentry>,
409    <citerefentry><refentrytitle>bi2cf</refentrytitle><manvolnum>6</manvolnum></citerefentry>
410  </para>
411</refsect1>
412
413<refsect1><title>Copyright</title>
414  <para>Copyright &copy; 2000-2007 Jens Granseuer</para>
415  <para>This software is distributed under the terms of the
416  <ulink url="http://www.gnu.org/copyleft/gpl.html">GNU General Public
417  License</ulink> (GPL).</para>
418</refsect1>
419</refentry>
420
421