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xscorch(6)							    xscorch(6)

NAME
       xscorch - Annihilate enemy tanks using overpowered guns.

SYNOPSIS
       xscorch

       xscorch [options]

       xscorch --help

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

GAMEPLAY
       First, fiddle with the options in the main menu.	 There are a number of
       options which are described below, which may make the  game  easier  or
       harder.	 The  default options make for a reasonable level of gameplay.
       Most of the game configuration is controlled from the  user  interface,
       although	 there	are  a	few  command-line  options which are mentioned
       below.  Once you are ready to begin a new game, you might want to  Save
       Options	to  save your configuration, then select Begin Game to start a
       new game.

       Gameplay is divided up into several rounds.  Each round consists of two
       parts:	the  Inventory	phase  and the Battle phase.  In the Inventory
       phase, you can buy weapons to shoot at your opponents, and  accessories
       to help defend your tank.  See the Inventory section below for informa‐
       tion on the weapons and accessories you may buy.	 In the Battle	phase,
       you  setup  defenses,  choose a weapon, aim and fire at your opponents.
       See the section on Battle below, for more information.

INVENTORY
       The player has the option to buy weapons and accessories	 to  make  the
       game  more  interesting.	  Weapons are just that: an assortment of mis‐
       siles, including ICBM-like warheads, napalm, lasers, and	 a  number  of
       custom  weapons to bring down specific defenses.	 Accessories are meth‐
       ods to make gameplay easier for the player and increase their chance of
       survival,  with	guidance  systems, shields, fuel, batteries, and other
       odds-and-ends.

       At the beginning of a round, each player is given an opportunity to buy
       or  sell weapons and accessories.  Each player may have up to 99 of any
       item in their inventory.	 A few weapons have an	infinite  supply  (for
       example, Baby Missiles) - these weapons cannot be purchased.

       Weapons	and  accessories are sold in bundles; the price for the bundle
       is displayed in the inventory, and you must buy	items  as  a  complete
       bundle.	The exception to this is when a player attempts to buy more of
       an item than their inventory can hold; in this case, the bundle will be
       broken  and  the	 weapons are sold on an individual basis, with a small
       markup applied.

       Weapons and accessories may also be sold	 from  a  player's  inventory.
       Again, items are generally sold as a bundle.  The player will receive a
       reduced amount of money for the sale - hey, the middleman has  to  make
       money somewhere :)

       In  the Inventory screen, two panels are displayed, listing the weapons
       and accessories that are available.  The Tab key	 will  switch  between
       the  various  panes.   Up Arrow and Down Arrow will allow the player to
       scroll through the list of items, Right Arrow will buy  a  bundle,  and
       Left Arrow will sell a bundle of the currently highlighted item.

       For each item, the name, bundle size/total price, and current inventory
       are displayed.

       Items which can neither be bought or sold will appear darkened.	If the
       player  has  maxed their inventory for that item, or they cannot afford
       to purchase the item, or the item has a	higher	arms  level  than  the
       player  is allowed, then the item cannot be purchased.  Items which can
       be bought will appear with an arrow pointing to the  right,  and	 items
       which can be sold will appear with an arrow pointing to the left.

       The items that are available are listed in the next two sections.

WEAPONS LIST
       This list will be added once the weapons list is reasonably stable.

ACCESSORIES LIST
       This list will be added once the accessories list is reasonably stable.

BATTLE
       This overview is sadly, incomplete.

TANK CONTROLS
       Left, Right
	      Change  the  turret angle.  This will adjust the turret angle in
	      increments of 5 degrees.	 For  finer  control,  hold  Shift  to
	      adjust the angle in increments of 1 degree.

       Up, Down
	      Change  the  firing power, in the range of 0 to 1000.  This will
	      adjust the firing power in increments of 20.  For finer control,
	      hold Shift to adjust the firing power in increments of 1.

       Tab    Select the next weapon available in your inventory.

       Shift+Tab
	      Select the previous weapon available in your inventory.

       B, b   Activate	a  battery.  A single battery can restore 5% of damage
	      done to your tank, and  therefore	 restore  the  maximum	firing
	      power  by	 5%  when you are damaged.  You must have a battery to
	      discharge in your inventory to excercise this option.

       E, e   Activate or energize the currently selected shields.

       F, f   Activate your fuel tanks.	 A window will be displayed,  indicat‐
	      ing  the amount of fuel you have available.  As long as you have
	      fuel, you may use the Left and Right arrows to move one unit  to
	      the  left	 or  right, respectively.  In general, you cannot move
	      your tank up a steep hill.  Immobile tanks will not be  able  to
	      excercise this option.

       R, r   Force a redraw of the screen.

       S, s   Toggle  the  currently selected shields.	The currently selected
	      shields are the shields which will be used  when	you  Energize.
	      Shields  are classified by a power number with a type suffix:  M
	      for magnetic shielding, F for force shielding, and  S  for  your
	      standard, run-of-the-mill shields.  If no shields are available,
	      0S is displayed.

       T, t   Toggle contact triggers on/off.  This is only meaningful if  you
	      actually	have some contact triggers of course, and when tunnel‐
	      ing is enabled.  Weapons that are fired after  this  point  will
	      have contact triggers equipped (until you run out).

       0 - 9  Display information about a particular player.  1 gives informa‐
	      tion about Player 1, and 0 gives information about Player 10.

       Enter  Accept your orders.

       Ctrl+Y Bring up the System Menu (this can also  be  accessed  from  the
	      menus).	You can control certain graphics options from the sys‐
	      tem menu, clear the screen of smoke trails, and end a round pre‐
	      maturely.

       Ctrl+Z Pauses the game.

       Ctrl+R Resign from the game.  This will end the game for everyone.  You
	      will be asked to confirm the resignation.

SYSTEM MENU
       The system menu gives you some control over the game  while  it	is  in
       progress.   In  this menu, you will have options to change how the game
       is displayed (e.g.  the Graphics Fast  option  described	 below).   You
       also have access to a few useful commands, described below.

       Mass Kill
	      Kills  everyone still alive in the round.	 No player gets credit
	      for the kills, and none are considered a suicide.	  This	option
	      is useful if all human players have already been eliminated from
	      the game, but the AI players are making no  progress  whatsoever
	      in  annihilating each other.  This option ends the current round
	      only.

       Erase Smoke
	      If you have used smoke tracers or have Trace Paths enabled, then
	      this option will clear all smoke trails from the sky.

       Retreat
	      N/A

       Resign Game
	      Resigns  from  the current round and all remaining rounds.  This
	      option ends the entire game, and will take you back to the intro
	      screen.

       Sound Setup
	      Takes you to the Sound Options window.

AI PLAYERS
       Human  The  humans believe they are the superior mind.  The AI's rather
	      disagree with that sentiment.  Keep this in mind	when  you  are
	      wondering	 why  9	 AI's would want to simultaneously target your
	      tank...

       Moron  This AI fires at random.	Of all the AI's, this one has  by  far
	      the  highest  suicide  rate.  An alternate name is ``Cannon Fod‐
	      der''.

       Shooter
	      This AI goes for targets it has a line-of-sight to.  It's not  a
	      great player otherwise.  This AI buys weapons that have the best
	      economical yield, but during the game  it	 will  select  weapons
	      which have the highest yield.

       Spreader
	      This  AI	is  similar  to	 the  Shooter,	except a Spreader buys
	      weapons with the highest yield, without regard for the price.

       Chooser
	      This AI chooses a victim.	 Once chosen, the victim  is  attacked
	      until  they  are dead, or the Chooser loses the ability to reach
	      the victim. This AI does not need line-of-sight, but fortunately
	      it cannot compensate for wind.

       Calculater
	      This  AI is like Chooser, except a Calculater can compensate for
	      the wind.	 These guys are fairly deadly in a  fight;  they  also
	      tend to allocate large budgets to defense and offense.

       Annihilater
	      This  AI goes for weapons that will cause as much damage as pos‐
	      sible, without much regard  for  individual  victims.   This  AI
	      prefers  spread  weapons to the more focused, precision weapons.
	      A few Annihilaters can clear the	terrain	 easily.   These  AI's
	      don't  worry  about  defenses  too much.	With their destructive
	      tendency, they won't survive long anyway - but neither will any‐
	      one else.

       Insanity
	      No one knows what this AI thinks...

       Unknown
	      This  selects  one of the above AI's at random, but you will not
	      be informed which AI was selected.

CONFIGURATION OPTIONS
       Players/Rounds:

       Number of Players (integer, 2-10)
	      Set the number of players participating in the game.

       Number of Rounds (integer, >= 1)
	      Set the number of rounds to play for this game.

       AI Type (list)
	      Select the AI type.  Human players are ``Human''; the  remaining
	      AI's are documented above.

       Player Name (string)
	      Give a unique name for each player.

       Tank Style (list)
	      Select the type/shape of the tank, for each player.

       Economics:

       Interest Rate (float, 0-0.30)
	      Interest rate for savings, compounded once per round.

       Dynamic Interest (toggle)
	      If enabled, interest rates will change during the game.

       Initial Cash (integer, 0-1000000)
	      Amount of money each player should start with.

       AIs Can Buy (toggle)
	      If  enabled, computers are permitted to buy items.  The AI's are
	      very uninteresting if this option is turned off.

       AIs Buy Aggressively (toggle)
	      If the previous option is enabled, the AI's will buy items  con‐
	      servatively.   With  this	 option, the AI's will allocate larger
	      budgets and buy bigger items early in the game.

       Free Market (toggle)
	      N/A

       Scoring (list)
	      Specify how  scoring  works,  selecting  from  Basic,  Standard,
	      Greedy,  or  possibly other methods defined in the configuration
	      file:
		   Basic    Players only receive money for kills and survival.
		   Standard Players receive less money for kills and survival,
			    but	 they  will also receive money for damaging an
			    opponent.
		   Greedy   Players are paid as in Standard scoring, but  with
			    bonuses  for  unused  inventory  at the end of the
			    round.

       The Lottery (toggle)
	      If the lottery is enabled, there will be a random drawing at the
	      start of each round.  A random player will receive a bundle of a
	      random weapon for free as the lottery award.  This  is  a	 great
	      way  to inject a little extra life into AIs who are usually con‐
	      servative buyers.	 Plus it's always great fun  when  you	get  a
	      free Annihilator...

       Physics:

       Air Viscosity (float)
	      N/A

       Gravity (float, 0-10)
	      Specify  the  gravity, in pixels per cycle squared (one cycle is
	      roughly 50 milliseconds).

       Ground Damping (float, 0-10)
	      Specify the ground damping, used in tunnelling calculations.

       Maximum Wind Speed (float, 0-10)
	      Specify the maximum wind speed, in  pixels  per  cycle  squared.
	      The  actual wind velocity is initialised once per round, to some
	      value in (-max, max).

       Wind is Dynamic (toggle)
	      Normally the wind remains constant through a round.  If this  is
	      enabled, the wind will change once per turn.

       Suspend Dirt (percentage)
	      N/A

       Tanks Fall (percentage)
	      N/A

       Borders Extend (integer, >= 0)
	      This  specifies  how  far	 off-screen weapons should be tracked,
	      when you are playing with no walls.  When this  value  is	 zero,
	      weapons  will  disappear as soon as they leave the screen in the
	      horizontal direction, even if wind would have brought them  back
	      on-screen.

       Walls Are (list)
	      Specify  how weapons behave when they hit a boundary.  Note, the
	      ground is always ``concrete'' -- this specifies  how  the	 sides
	      and ceiling behave:
		   None	      The sides and ceiling are open.
		   Concrete   All sides are solid.  Weapons hitting any bound‐
			      ary will explode.
		   Padded     Weapons  hitting	the  sides  and	 ceiling  will
			      bounce off, although at a reduced velocity.
		   Rubber     Weapons  hitting the boundary will bounce off at
			      exactly the same velocity.
		   Springy    Weapons hitting the  boundary  will  bounce  off
			      with an additional ``kick'' to the velocity.
		   Wraparound The ceiling is open.  Weapons going off one side
			      will reappear on the opposite side.   Explosions
			      will  also  wrap around the screen if they deto‐
			      nate near an edge.
		   Random     One of the above types of walls are selected  at
			      random.

       Landscape:

       Sky (list)
	      Specify the background sky.

       Hostile Environment (toggle)
	      N/A

       Land Generator (list)
	      Specify the generator to use to create the land.

       Bumpiness (percentage)
	      Specify the noise on the generated landscape.

       Weapons:

       Arms Level (integer, 0-4)
	      Specify  the maximum arms level for the game.  Only weapons with
	      this arms level or lower may be purchased by any	player,	 under
	      normal circumstances.

       Bomb Icon Size (integer, 0-4)
	      Specify  the  size  of the bomb icons, while they are traversing
	      their path in the sky.  This does not affect the size of	explo‐
	      sions, or the size of the smoke paths (if trace paths is on).

       Tunneling (toggle)
	      If  set,	weapons	 are  allowed  to tunnel through land.	If you
	      enable this, you will want to buy contact triggers if you want a
	      particular  weapon to always detonate on impact (instead of tun‐
	      neling through land).

       Scaling (float)
	      Scale the size of explosions by this value.   If	playing	 on  a
	      very large or very small playing field, you might want to adjust
	      this value.

       Trace Paths (toggle)
	      If enabled, all weapons leave a smoke trail to reveal their tra‐
	      jectory.	If this option is off, you can still use Smoke Tracers
	      to determine the path a weapon will take.

       Useless Items (toggle)
	      Some weapons are not  useful  given  the	current	 configuration
	      (e.g.   contact  triggers	 are  irrelevant  if tunneling is dis‐
	      abled).  If this option is enabled, then weapons which will have
	      no effect are not listed in the inventory screens.

       Graphics:

       Screen Width (integer)
	      Set the width of the playing field, in pixels.

       Screen Height (integer)
	      Set the height of the playing field, in pixels.

       Dithering (toggle)
	      If  enabled,  the land and sky gradients will be dithered.  This
	      option is particularly useful on 16-bit displays, where the gra‐
	      dient  is	 very  noticeable otherwise.  This does slow down land
	      generation somewhat.

       Animation (toggle)
	      If enabled, explosions and other effects will be animated.  This
	      option can also be controlled from the System Menu.

       Graphics Are Fast (toggle)
	      If  enabled,  all graphics are always as fast as possible.  This
	      option can also be controlled from the System Menu.

       Computers Are Fast (toggle)
	      If enabled, graphics are fast when there only  computer  players
	      are  alive.   This option can also be controlled from the System
	      Menu.

       Gameplay Options:

       Mode (list)
	      Determines if all players will fire at  once  (Synchronous),  or
	      whether each player will fire independently (Sequential).

       Teams (list)
	      N/A

       Order (list)
	      Determines the player order.

       Talk Mode (list)
	      Determines who is allowed to talk.

       Talk Probability (percentage)
	      Determines the likelihood that a player will speak at the end of
	      a turn.

       Extended Status (toggle)
	      If set, the  status  bar	will  contain  an  additional  row  of
	      extended information during the game (things such as trigger and
	      battery inventories, life, wind).

       Tooltips (toggle)
	      If set, tooltips will be displayed where available.   A  restart
	      is required to change the value of this option.

       AI Controller:

       Human Target Practice (toggle)
	      AI's  will always prefer human targets to AI targets (except for
	      AI's that fire at random).  When playing against 9  Calculators,
	      this can make your day pretty lousy.

       Allow Offset Targetting (toggle)
	      Generally,  when a weapon hits a shield it does less damage than
	      an explosion detonating right outside the shield	(weapons  hit‐
	      ting the shield do not have a chance to detonate).  This changes
	      the AI targetting behaviour so they will deliberately  aim  out‐
	      side the shield, if their intended victim has raised shields.

       Always Offset (toggle)
	      If  the  above  option  is set, this option will force the AI to
	      always offset  its  targetting  as  if  the  player  had	raised
	      shields.	 This  allows the AI to compensate for cases where the
	      player may simply not have had their turn yet to raise  shields.
	      The  downside is the AI will never attempt to score a direct hit
	      with this option enabled.

       Enable Scan Refinement (toggle)
	      If set, harder AIs are allowed to refine their  trajectories  by
	      computing	 trajectories  that take into account player shielding
	      effect and various other factors they do not normally  consider.
	      This  option  could  slow	 down gameplay a bit but makes the AIs
	      much more difficult.

       No Budget Constraints (toggle)
	      AI's will spend as much money as they  can,  disregarding	 their
	      budget preferences.

       Sound Setup:

       Enable Sound (toggle)
	      When set, music and sound effects will be played.

       Use HQ Mixer (toggle)
	      When set, mikmod's high-quality mixer will be used.

COMMAND-LINE OPTIONS
       --help Display a brief synopsis of the command-line options available.

       --insanity
	      This is insanity, Max!  Or what if it's genius?

       --yields
	      Display weapon yields, and economical yields.

       --geometry=wxh
	      Specify  an  initial window geometry for xscorch, where w is the
	      width and h is the height of the playing field.  Useful for dis‐
	      plays  less  than	 around	 800x600 resolution.  Note this option
	      overrides the settings in the config file, but you can save  the
	      new  options  to	your  config file so you don't have to specify
	      this every time.	You may also use -g.

       --config=file
	      Load an alternate user config file, in file.

       --sound
	      Enable music and sound effects.  You may also use -S.

       --nosound
	      Disable music and sound effects.	You may also use -s.

       --hqmixer
	      Enable use of the high-quality mixer, if sound is enabled.  This
	      may use a lot of CPU power on older machines.

       --nohqmixer
	      Disable use of the high-quality mixer, if sound is enabled.

       --name Set  the	name  of  your player, if you are initiating a network
	      game.  By default, your user name is used.

       --port Set the port number to use in a network game.   This  option  is
	      only  relevant  if  you  also specify --client or --server.  The
	      default is dependent on the protocol number, but is  some	 large
	      port number.

       --client=server
	      Start  xscorch  in  client  mode,	 and  connect to server (which
	      should already be running).  If --name and --port are not speci‐
	      fied, reasonable defaults are used.

       --server
	      Start  xscorch in server mode, and wait for connections from the
	      clients.	--name may be used in conjunction to specify the  name
	      of this player.

NETWORK MODE
       This is very unstable right now, and therefore is not documented.

FILES
       ~/.xscorch/config
	      User's default configuration for xscorch.

       tankprofiles
	      Profile bitmaps for the tanks, usually stored in the local share
	      directory.

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

AUTHORS
       xscorch	was  written by Justin David Smith <justins(at)chaos2.org> and
       Jacob Luna Lundberg <jacob(at)gnifty.net>.  (Please do not  list	 these
       e-mail  addresses  on webpages, or list them in other packages, without
       contacting us first.)

       This manual page written by Justin David Smith <justins(at)chaos2.org>.
       Copyright(c) 2001,2000 Justin David Smith.

Justin David Smith		   May 2001			    xscorch(6)
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