Battles-of-Destiny Manual DOS EN

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org

Quantum Quality Productions


&
Several Dudes Holistic Gaming
presents

Victory, Conquest
and
Instruction Manual.

BY
Several Dudes Holistic Gaming
and
Bruce Williams Zaccagnino
Contents
Installation ................................................................................... 1
Starting the Game ...................................................................... 2
Document Protection ............................................................ 2
A Quick Start ............................................................................... 3
Game Controls ............................................................................ 7
Starting Screen.. ........................................................................ 10
Sequence of Play ...................................................................... 14
Production ................................................................................. 16
Action/Combat .......................................................................... 18
The Main Screen ................................................................. 18
Corner World.. .................................................................... 19
Info Column.. ....................................................................... 20
Status Line ......................................................................... 20
Production Centers.. .................................................................. 21
Movement ................................................................................. 23
Stacking.. ................................................................................... 25
Spotting .................................................................................... 26
Combat.. .................................................................................... 27
Modifiers for Combat Results.. ............................................ 29
Sequence of Stacked Combat ........................................... 30
Command Summaries.. ............................................................. 31
File ...................................................................................... 31
Mode ................................................................................... 32
Orders ................................................................................ 34
Map .................................................................................... 37

Page iii
Reports . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 40
Options . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 43
Quit . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 43
Winning the Game . . .. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 44
Unit Descriptions .,.......................................................... . . . . . . . . . . . 45
Land Units . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 45
infantry . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 45
Artillery . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 45
Armor . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 45
Tank Destroyer . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 46
Aerial Units . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 46
Fighter .. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 46
Bomber . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 46
Air Transport . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 47
Escort Ships. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 47
Patrol Boat . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 47
Hydrofoil . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 47
Frigate . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 47
Destroyer . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 48
Capital Ships and Transports . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 48
Cruiser . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 48
Battleship . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 48
Small Transport . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 48
Large Transport . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 49
Armor Transport . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 49
Escort Carrier . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 49
Heavy Carrier . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 49
Miscellaneous . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 49
Radar . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 49
Missile . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 50

Page iv
Industrial Level ........ .................................................... 50
Designers’ Notes ....................................................................... 51
Appendix A: Table of Unit Capabilities ...................................... 55
Appendix B: Modem Game ...................................................... 57
Troubleshooting: ................................................................. 58
Appendix C: Map Editor for Battles of Destiny ......................... 61
Starting the Map Editor.. ..................................................... 61
Command Summaries ........................................................ 61
File ...................................................................................... 61
Edit ...................................................................................... 62
Terrain ................................................................................ 63
View ................................................................................... 64
Appendix D: Trouble Shooting ................................................. 65
Appendix E: Hot Keys ............................................................... 67
Credits ...................................................................................... 68
Copyright Notice.. ...................................................................... 70

Page v
Page vi
Battles of Destiny
It is the Time of Troubles. Ushered in by his Glorious Emperor, Hydates XVII,
Keeper of the Silicon Grail and Lord of the Hegemony, a millennium of peace
ended in the searing hell of a forbidden technology. The Eternal City is no
more, unis mundi, pluribus mundi. Who can understand the reasoning for
such a thing but the perpetrators themselves? Perhaps they were among the
shadowy few who referred to the Glorious Peace as the Silicon Decadence...

Now the Zone Commanders race to reactivate the dust covered production
centers, sending their cyborgs to gain the Core Keys of each at any cost. He
who commands these factories of death controls the future of the world. The
Battles of Destiny will bring forth the new Emperor...

Battles of Destiny is a game of military conquest. The objective to capture


all of the production centers on the map thus re-unifying the Hegemony.

Installation

Note: The following applies to the IBM PC only. The section that follows this
one provides a brief introduction to the game controls for new computer
users. They are similar enough to many other popular graphic programs that
most people who have used graphic interfaces before should have no trouble
jumping right into the action!

Installing Battles of Destiny is easy. Simply place the game disk marked
“DISK 1” in a floppy drive, type the letter of the drive (“A:” or “B:") and press
<return>, followed by “INSTALL”<return>. (Note: We recommend you work

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from backups of the originals for safety and keep the original disks write-
locked. There is no on-disk copy protection.) The install program will ask for:

1. the drive the game disk is in, and


2. the drive you on which you wish to install the game.

Battles of Destiny requires about 2.5 megabytes on your hard disk. The
installation program makes a “BATTLES” directory and uncompresses the
game into it.

Starting the Game

When the install is complete, switch to the hard drive where you installed
Battles of Destiny, by typing “CD \BATTLES”, and pressing the <return>
key. Type “BATTLES” <return> to start the game.

Document Protection

Use the first letter shown in the edit field as a clue to help find the required
word. Type the entire word and press <return>.

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A Quick Start
First Game

For this example, click on the “Campaign” button. Enter your name at the
next prompt. (Or leave it blank if you would rather not have this game re-
corded.) Strike <return> to move on to the campaign game selection screen.
You must play the first game at the bottom before any of those above it, so
click on the “Play” button to begin the game. Now choose a flag by clicking
on it or TAB’ing the dotted outline to it and pressing the space bar.

Turn One

Since you have no units to start with, the first turn will consist of production
only. Click on the words “Tank Destroyer” on the unit list. Notice that it will
take only one turn to build and that your city is at production level six. Click
on the “Produce” button to begin construction.

The end turn screen is now displayed. At this point you may point at the edge
of the screen to scroll around. You might notice the enemy is on the upper
right city on the island just below you. To exit scout mode, simply double click
the left mouse button or strike <ES>. Click on the “End Turn” button to
proceed.

Turn Two

Produce an Air Transport now. It won’t be done until turn six, so the produc-
tion menu won’t appear again for that city until then. After setting production,
the game is in the normal movement mode or “Action Phase”. The cursor

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flashes over the unit ready to move. Other units in the “active” square, if any,
are displayed on the left border of the screen. A terse description of the unit
that you are moving is displayed at the bottom of the screen along with some
status information. For now, simply notice the number next to the “M”. This
shows how many spaces the current unit has left to move. To move the Tank
Destroyer to the city two squares to the right, left click on that city. Your Tank
Destroyer automatically moves to and captures the city. (The Tank Destroyer
is dismantled to provide infrastructure at that location.) The production menu
will appear for the new city. Notice that this city is only production level four
and that the unit production times are longer. For now, build another tank
destroyer. Once again it is time to end your turn.

Turn Three

Since no new units finish this turn, and none are left from last turn, you have
nothing to do. Click on the “End Turn” button.

Turn Four

Now you have another Tank Destroyer. Hit the “Produce” button on the
production screen to build another tank destroyer for next turn. Move the tank
destroyer to the city three squares directly below its current position. After
you have captured it, build infantry at this city by clicking on the “Produce”
button. (Infantry is selected by default.) The turn is over.

Turn Five

Continue to produce Tank destroyers at your second production center.


Once in the Action Phase, hit the “I” key to get to the information screen.
Notice that three new units will be built next turn, one at each production

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center, and that you are probably ahead in all categories. Hit the <return>
key to exit. Now move the Tank Destroyer to the production center five
spaces to the right. It will not get there yet so it’s time to end the turn.

Turn Six

Produce another air transport, tank destroyer, and infantry. Entrench the
infantry by striking the “E” key. Now order the tank destroyer to move to the
production center on the upper left corner of your island. Your air transport
should be moved on top of your infantry. Load the infantry by striking the “L”
key and then striking it again when the load screen appears. Click on the
enemy production center below and to the left of you to move the air trans-
port there. The move order may be canceled if your transport sights an
enemy. Click again on the left enemy production center to re-issue it. This
may happen more than once. Your tank destroyer will now take the right
hand production center. You should build an infantry there. End the turn.

Turn Seven

As the production windows come up continue to build the tank destroyer, and
infantry. Entrench the infantry. Move the tank destroyer to the lower left hand
production center on your island. Produce an infantry at the upper left hand
production center that you just took. If your air transport’s orders have been
canceled, proceed as before. Try to find an enemy production center not
occupied by units and move your transport to it. Unload the infantry by
striking the “U” key twice. You have now taken one of the enemy’s cities.
Notice that it is now at level two or three and has “Damage” points. Produce
infantry at this production center. To finish your air transport’s move, click on
the far right production center on your home island. Since all your units have
moved. end the turn.

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Turn Eight

The first thing that you will most likely see is the combat report. Click on the
“Graphic Report” button and watch the enemy try to retake their home
production center. Click to return to the Combat Report Screen and click on
the “Finished” button. If the enemy was successful, that production center will
now be level one, heavily damaged, and not worth much.

For production, keep building every thing currently being produced. Entrench
all the land units. The air transport will arrive at the targeted production
center. Strike the "R" key to refuel it. End the turn.

Finishing the Game

You may notice that there are two more turns left in the game. You should be
well enough acquainted with the basics to continue to victory. Explore the
world map and artillery units in your next game.

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Game Controls
Battles of Destiny has five types of game controls: Action Buttons, Toggle
Buttons, Edit Fields, Scroll Bars, and List Boxes.

Action Buttons are activated by clicking on the box with the mouse, press-
ing the ALT key and the letter key corresponding to the highlighted (red)
letter or “hot key”, or by striking <return> when the action button is active. (A
dotted line inside the border indicates active here.) The text within the button
usually indicates the action, examples are “Go to,” “Done,” or “End Turn.”

Toggle Buttons look similar to Action Buttons except there is no hot key.
They are activated by either clicking with the left mouse button or striking the
space bar while the switch is highlighted. The text in the center usually
changes to indicate selection or change in selection. An example is the
toggle switch which selects a “Human” or “Computer” to play a position.

Edit Fields are filled by typing the relevant text into the field. Some of these
fields may limit which characters can be typed in. If this is the case, invalid
keys are ignored. The password edit field will display one asterisk (*) charac-
ter for each letter typed in. Edit Fields are active when the cursor is flashing
inside them. The underscore cursor indicates insert mode. The block cursor
indicates overtype mode. Highlighted are as are “volatile” and can be re-
placed by whatever text key is typed next or kept by typing a cursor key first.
You may cursor around in an Edit Field. Lastly, some Edit Fields may allow
larger inputs than space is provided for. In this case, the Edit Field will scroll
left or right to keep the cursor in view.

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Scroll Bars can be manipulated with the mouse by clicking on the direction
arrow desired, clicking on the Yin-Yang button and dragging it while holding
the mouse button down, or by clicking on the area between the arrows and
the Yin-Yang button. Manipulating Scroll Bars with the keyboard is done by
pressing the desired cursor direction key or, for faster movement, pressing
the “page up” or “page down” keys. The “Home” and “End” keys move the
scroll bar to the top or bottom. A dotted line within the Yin Yang box indicates
this control is active.

List Boxes are manipulated in the same manner as Scroll Bars. Alterna-
tively, you may point the mouse at any visible entry. Remember, not all
entries in a List Box are necessarily visible at once. Use the Scroll Bar keys
or mouse movements to scroll the remaining entries on screen when neces-
sary. Also note that in some cases a list box may be used to help fill in an
Edit Field. In these cases, the current List Box selection automatically
populates the Edit Field. A dotted line on the first entry or currently selected
entry marks this control active.

To select one of the controls on a screen for use, click on it. For example, the
cursor may be placed on a desired character in an Edit Field by left clicking
on that character. Be careful doing this with action buttons, as this also
pushes them. With the keyboard use TAB and Shift TAB to move forward
and backward through the controls. In most screens, the <return> key will
take you to the next relevant control or complete the screen if on the last
control. Otherwise, there is usually an Action Button at the bottom to com-
plete the screen. Also, most screens have reasonable pre-set defaults, so
that many screens can be completely by-passed by clicking on the Action
Button at the bottom.

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The gray beveled screens are mostly “modal”. This means that you must
complete them before doing anything else. The only exception is that you are
allowed to scroll the map from the production screen.

Once you are playing the game, the menu bar will also be active. Use the
mouse to “pull down” the menu choices. Choices on the top bar with an
exclamation point do not have pull down choices and are selected immedi-
ately. The pull down choices are accessed by tapping the ALT key and then
the highlighted letter of your choice or by left clicking on the heading of your
choice. Tap the highlighted letter of the pull down choice or left click on it for
your final menu choice. Most things in the game can be selected in this
manner. In addition, most commands have a letter “hot key” (usually the
same letter as on the menu bar pull down.) Every letter of the alphabet, the
space bar, and the +/= key activate some order, action, or option. These are
listed on your quick key guide.

The mouse can be used for most of the commands in the game. In the
future, when told to “click a button” place the cursor over the area labeled
and press the left hand button on the mouse. When instructed to “right click”
press the right hand button instead.

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Starting Screen
A. New Lets you setup and start a new game.

1. Map Selection Screen

After selecting “New,” you will be asked to choose a map on which to


play. The map name is highlighted in the left hand list box and is
shown in small scale to the right in the framed box. To choose a
map, highlight a name and click on the O.K. button or strike <return>.
You may also manually type in the name. Selecting the “Cancel”
button brings you back to the starting screen.

Hint: Play against one computer 2. New Game Set-up Screen


player when first learning
Battles of Destiny instead of You will now be asked to customize this game with respect to
two or three. number of human or computer players, and their combat percentage.

Select the combat percentage by moving the scroll bars. This


represents the relative strength of the different players’ units and the
chance of taking an empty production center. Additionally, it is the
odds of an Air Transport successfully unloading into the intended
square.

Select Human or computer players by using the Human/Computer


Toggle Buttons.

Select the number of players by using the Active/Inactive Toggle


Buttons.

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Select “Done” when the game is customized to your liking.

3. New Game Options Screen

This screen is used to set the victory conditions, number of starting


cities, style of production center placement, and whether opponents
cities must be “found.”

Games may be played:


Suggestion: Play shorter games
1. for a set number of turns,
2. until a set number of points are reached, or
3. until all but one of the players has surrendered.

Click to select a type of victory condition then use the scroll bar to
select the value. The value may also be typed in, within limits.

Players may start with one, three, or ten cities. This number is
automatically reduced if the map doesn’t have that many cities. For
example, if ten starting cities are selected for a twenty five production
center map with four players, each player actually starts with six
cities.

If more than one starting production center is selected, you may use
the “Spread/Cluster” toggle button to influence the random algorithm
the computer uses to place the initial production centers. Note: There
is more luck involved in a Spread Production Center game. On small
maps, it also gives the first players an advantage.

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The “Show/Hide” Toggle Button controls whether player cities can
always be seen or only when sighted. Note: The computer is a little
harder to beat on a hidden cities game.

The above options may not be changed once play has started.

If you have chosen any computer players, you must now decide what
level opponent you want for each computer rival by clicking on the
flag of the respective computer players when queried. The “Dread
Fist” flag in the upper left is the easiest while the “Death Eagle” flag
in the lower right is the hardest. The skill of the computer opponent
progresses from left to right and top to bottom, i.e. the bottom three
players are more difficult than any of the three above.

During their initial turn, each human player will have to choose a flag
for their faction by clicking on the graphic box of their choice. A
human player’s flag has no effect on their units.

B. Saved - If you wish to continue a saved game click on the “Saved” menu
button or strike the “S” key. You are then presented with a list of all previ-
ously saved games. This screen works exactly like the Map Selection
Screen. To choose one, either click on the name of the saved game and hit
the <return> key or type in the name of the saved game in the Edit Field and
strike the <return> key. Your saved game will then continue.

C. Modem - The two modem buttons are for sending or receiving games in
progress by modem. See Appendix B for details.

D. History - If you wish to view the history of a human player, click the
History button or strike the “h” key. Next, choose a player’s history to view

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selecting their name. By striking the <return> key, one may access a graphic
history of all the games this player has played relative to the opponents he
has faced.

On the graph, the dots represent the other players encountered during each
game. Therefore there may be one, two, or three dots for each game. The
opponent types are listed at the top as either a number representing the
computer level or a diamond representing a human opponent. This player’s
overall average is shown as a dotted magenta line. The top averages in four
categories are also listed. The percentages are calculated by comparing a
player’s score with each total of the individual opponent’s score plus the
player’s. A hundred percent score means that that player accounted for all of
the points that the two players earned. These values are also modified by the
Combat Percentages of the players. The higher the combat percentage
relative to the opponent, the lower the end percentage score. A seventy five
is pretty good, and a twenty five is a little embarrassing.

E. Campaign - To begin playing the campaign strike the “C” key or click on
the ‘Campaign” button. You need to enter your name to start or continue a
campaign. Next, the first screen of the campaign is displayed. If you are
starting a new campaign, only the bottom button (representing one game) is
available. Information and comments about this game are displayed on the
left side of the screen. The map to be used for this game and the computer
opponents for this game are displayed on the right.

After you win a game in the campaign, you may follow any line from that
game to another. The first goal is to defeat the top game in this screen.
There are two campaigns.

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Sequence of Play

Each player turn of Battles of Destiny is separated into four phases:

1. Combat Report
2. Production
3. Message Receipt
4. Action/Combat

Each Player follows this sequence successively to complete an entire game


turn.

Combat Report

This informs you of any enemy attacks on you that occurred since your last
player turn. You may view them either graphically or in a summary form.
Press the “Finished” button to exit this phase. You may also view this report
in the Action/Combat phase. This phase is skipped if there is nothing to
report.

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Page 15
Number of
turns
until
that type
of unit
is
produced

The production screen appears at the beginning of a turn when a unit has
been produced, when a production center has just been captured, or when
“Build” is accessed from the View Screen or menu bar.

The name of the production center is listed at the upper left corner of the box.
The industrial level of the center is listed in the upper right corner. Below the
level indicator is a list of all the units with the current selection highlighted.
The highlighted unit is pictured to the left of the list.
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Below the picture and to the left of the production time is the unit icon. The
production time to the left of the slash represents the time it takes to build the
unit highlighted. The time to the right of the slash represents the number of
turns remaining before that unit is produced or the number of turns in which a
second unit of the same type can be produced. (The number that is high-
lighted currently applies.)

Below that is a line showing the number of highlighted units that have been
built, are being built, when the next one will be completed, and the number
currently occupying the production center. The bottom line represents the
amount of damage the production center currently taken. The two buttons
activate production.

To build a particular unit one need only highlight its name and either click on
the “Produce” button or strike the <return> key. The “Continuous” button
builds the selected unit without prompting for a new choice after each unit is
done. The “Continuous” button, also asks if the new units are to receive
preset movement orders. This allows you to have these units automatically
built and moved from this production center to any legal destination on the
map. Select “Yes” to activate auto-move, and click on the destination square
to complete it. If you ever change your mind you need only use the “Build”
option again. Once in this mode, you may hit <ESC>.to cancel. This places
the production center on “continuous” mode without movement orders.

Message Receipt

If anyone has sent you a message since your last player turn, Battles of
Destiny notifies you at this point. Select “Yes” to read them immediately. If
you select “No” you may also read them during the Action/Combat Phase.

Page 17
Stack

I Descrlptlon
Line I
Page 18
The majority of the screen is occupied by a large scale representation of a
section of the world map. The map can be scrolled in any direction by moving
the mouse cursor to one of the borders. You may also use the <CTRL> key
and the arrow keys to scroll the map from the keyboard. Along the top of the
screen is a menu bar that can be accessed by pressing the <ALT> key or
clicking on the menu item of choice with the mouse. These menu items are
explained in further detail in the Command Summaries section.

The map consists of seven different terrain types. They are: plains, hills,
mountains, swamp, forests, and production centers. The unoccupied produc-
tion centers show up originally as cyan diamonds. Level one through three
production centers owned by players appear in that player’s colors as smaller
icons. Level four through six production centers appear the same as the
unoccupied ones except in that player’s color. Production centers with radar,
regardless of the level, appear as slightly larger icons in that player’s color.
The player colors are, in order: red, yellow, white, and purple.

Corner World

In the upper right hand corner of the screen an optional small world map will
appear. The current section of the map displayed on the full screen is boxed
off here. (Note: Smaller maps that take one full screen or less may appear
here with a cross instead of a box. This is really the same box with all its
corners wrapped around and touching.) You may click in the corner world to
reposition the main view. The “box” will center on the selected location in the
corner world. The “Corner World” scale is not always the same. When a unit
is activated for movement its location will flash on this corner world. The
Corner World is optional and may be removed by pressing "O", or toggling
Options Corner World on the menu bar.

Page 19
Info Column

The left hand border contains information about the current square. The top
box shows the terrain and a production center if one exists there. The second
box from the top shows the currently activated unit, if any. Each of the other
boxes will either show more units or nothing. A “++" means there are more
than can be displayed. Use the view command to see the rest.

Status Line

Along the bottom of the screen is a status line. It will give the results of your
actions or show the current status of the active unit. Unit status is marked as
follows:

M = Number of movement points remaining

D = Damage points remaining (See master chart for maximums)

R = Range left (not displayed for land units)

L = Units loaded (the first number represents infantry or Tank destroyers


and the second number indicates Artillery or Armor loaded. It is only
displayed for transport units)

To the left of this is the “Waiting Signal”. When this box is flashing, Battles of
Destiny is waiting for you to acknowledge some message in the status line.
Simply press a key or click a mouse button to move on.

Page 20
Production Centers

Production Centers are immense robotic factories that create the units
necessary to fight your campaign. Production Centers are rated for the unit
being produced, Industrial Level, Damage, and the presence or absence of
radar. Each production center can only produce one type of unit or an
industrial level at one time. The various units take different amounts of time
to produce depending on the production level of the production center and
the type of unit being produced.

Industrial levels affect the length of production of a unit, and the range of a
Hint: In longer games get these
radar at that production center. A production center can have a rating be-
Industrial levels up to 6. It is
tween one and six. The industrial level of a production center can be in-
amazing how much you can
creased by producing industrial levels. Industrial levels cannot be transferred
produce.
between production centers.

A production center can be damaged by bombardment, bombers, and


capture. Bombardment causes damage between four and six points per hit.
Missiles do seven points when they hit. If a production center is captured
from an opponent the industrial level is halved (fractions rounded down,) and
it receives between 1 and 99 points of damage. If a production center has
more than fifty damage points, it will stop producing until repaired. Repair
happens automatically at the rate of ten points per turn. If a production
center’s damage rating exceeds ninety-nine the industrial level is reduced by
one and the damage level is reduced by fifty.
Thought: Radar installations can
be a lot of fun, plus powerful in Radar allows a production center to see units without being garrisoned. The
conjunction with missiles. range of the radar is the industrial level of the production center plus four.
Radars for level three and four production centers can spot adjacent subma-

Page 21
rines, those for higher level production centers can spot them up to two
squares away.

Radar and drones (missiles) may not be transferred between production


centers. Drones may only be built at production centers with radar.

Page 22
Movement

When it is a unit’s time to move, its icon will flash until it is given orders. The
movement of the unit can be accomplished in two ways: by mouse or by
Suggestion: When first learning keyboard. Movement using the mouse automatically uses the intelligent
the game, don’t use too many computer “move-to” function. Move the mouse cursor to the space you wish
go-to’?. You may become the unit to move to and press the left mouse button. The unit will then take
disorientated. the shortest route to that space. If the unit cannot get to that square, it
doesn’t move and a message appears in the status line explaining why;
either there is no way around intervening terrain, over 250 spaces of impass-
able terrain separate the unit from the objective, or the unit cannot enter that
terrain type. The unit will continue to move towards the objective until:

1. it spots an enemy unit not previously spotted, or


2. it is attacked, or
3. it can’t move closer due to an overstacked square, or
4. it reaches its objective.

If you want to move without the “move to” feature, click on adjacent squares
to move one square at a time.

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Movement using the keyboard is normally done space by space using the
numeric keypad. Upon pressing a key, the unit will move one space in the
indicated directions.

The “move to” function can be accessed by striking the "T" key and then
moving the cursor to the desired space and striking the <return> key.

The computer proceeds to the next unit for movement, repeating the process
until all units have been given orders.

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Stacking

In many cases, more than one unit can occupy the same square. Stacking
limits are imposed based on the type of unit. The four categories of units and
their stacking costs are:

Land units
Infantry
Artillery
Armor
Tank destroyers

Air Units
Fighter 1
Bombers 2
Air transports 2

Escort Ships
Patrol boats
Hydra foils
Frigates
Destroyers
Submarines

Capital Ships and Transports


Armor transports 10
Small transports 10
Large transports 10
Cruisers 10

Page 25
Battleships 10
Escort carriers 10
Heavy carriers 10

Within each category, each square may contain up to ten stacking points
worth of units. For example, a square might have a Cruiser, five patrol boats,
ten fighters, three artillery, and four infantry. Of course, nothing else could
move in! Stacking is not checked when new units are produced, so produc-
tion centers may be overstacked in this manner. However, once overstacked,
no new units of that category may move in.

Spotting

All units in the game are rated for sighting range and submarine spotting
range. The spotting ranges are six for aircraft and four for most other units.
Only fighters, bombers, frigates, destroyers, submarines, and radar (level
three and up) can spot a submarine at a range greater than zero. Only radar
of at least level five can spot subs at range two.

Nothing blocks or decreases spotting ranges. Move to, group move, and
patrol orders will be canceled if a unit spots a previously unspotted enemy
unit.

Page 26
Corn bat
Combat occurs any time a unit of one player enters the square of the unit(s)
of another player or a player shells another players units. The attacking unit
then attacks each unit in the square in sequence until it is either destroyed or
it has attacked every defending unit. Combat is resolved by comparing the
modified attack strength of the attacker to the modified defensive strength of
the defender. This is used to determine a percentage chance to damage the
defending unit. Then a random number is generated to determine if the
defender is hit. If so, it takes the attacker’s “Attack Strength” in damage. If the
defender survives, it counter-attacks the attacking unit in the same manner. If
the attacker survives any damage taken, the cycle repeats itself a number of
times determined by the types of units involved.

Certain Types of attacks do not necessarily continue until one or the other
units are destroyed. These attacks continue for only a set number of rounds.
Bombers and air transports in combat with either land or sea units fight
only eight rounds. Fighters in combat with land or sea units fight only four
rounds. Escort ships attacking coastal squares attack for only three rounds.
Battleships and cruisers attack coastal squares and shell for only five
rounds. Artillery units shell for fifteen rounds. Each unit type will attack
enemy units in a square in a specific order if it survives each subsequent
combat. The order of these combats is given below along with the special
modifiers.

Coastal Shelling can be done by frigates, destroyers, cruisers, and


battleships. It is accomplished by “moving” the unit onto the square you
wish to shell. The unit is treated as if it were temporarily in that coastal
square. Land units may counter attack, but generally do little damage.

Page 27
Beware that if the coastal square is an enemy production center, it may
contain enemy ships which also counter attack as if they were in your units
sea square. This costs one movement factor.

Ranged Shelling can be done by artillery at range six, cruisers at four, and
battleships at six. Bring up the “View Screen” on the square you wish to
shell. If it is in range and you are currently moving one of the above listed
pieces, then the ‘Shell” button becomes active. Select this button to shell that
square. This is different from coastal shelling in that target units have no
chance to counter attack even if they are adjacent. However, ranged shelling
can’t be used by frigates and destroyers, and it also doesn’t fight to the death
as coastal shelling does with enemy ships in port. This costs one movement.

Ranged Attack

When fighters or boats attack, they lose one point of range for every combat.
The exception are land units.

Page 28
Modifiers for Combat Results
Infantry/Artillery in Mountains/ Defense Factor * 2
Forest/Production center

Land Unit Entrenched Enemy Attack Factor * (3/4)

Armor/Tank destroyer in Hills Enemy Attack Factor * (2/3)

Armor/Tank Destroyer in Attack Factor / 2


Production center

Tank Destroyer vs. Armor TD Attack Factor l 8

Artillery vs. Tank Destroyer ART*6

Artillery vs. Other Units ART attack l 12

Bombers attacking Fighters BMBR Attack / 7


FTR Attack * 7

Bombers attacking Escorts BMBR Attack * 2.5


Escort Attack /2

Bombers attacking Capital Ships BMBR Attack * 1.5


CapShip Attack / 3

Submarines Attacking SUB Attack * 2


Capital Ships CapShip Attack * 3.

Page 29
Sequence of Stacked Combat

Units engage stacked enemy units as indicated in the table below.

Land unit attacking Land Units


Air Units

Air unit attacking Fighters


Other Air Units
If land square Land Units
If sea square Escorts
Capital Ships
If Bomber Production Center

Naval unit attacking Escorts


Air Units
Capital Ships
If Shore square Land Units
Production Center

Drones Attacking Fighters


Air Units
Land Units
Escorts
Capital Ships
Production Centers

Page 30
Command Summaries

File

The functions accessed under the heading “File” are New, Save, and Save
As. They cannot be accessed from “Scout” mode or any of the “Move To”
modes.

New The New game function allows you to start a new game
without having to return to DOS. It will return you to the
starting screen and allow you to continue as in the
Starting the Game section.

Save The Save Game function will allow you to store the
game for later play. You will be asked for a file name to
store your save game under if it does not already have
one.

Save As This allows you to save the current game under a new
name. You will be asked for a file name to store the
saved game under. If that name has already been used,
Battles of Destiny asks you to confirm your choice.

Page 31
There are several modes that are part of the normal play of the game. They
include Normal, Move To, Group To, Patrol, and Scout.

Normal The Normal command will return you to the standard


command options from any of the other modes.

Move To See the Movement Section. This can be accessed by


clicking the Move To menu button or striking the "T" key
or by clicking on the desired objective.

Group Move Group move allows you to move an entire stack of units.
The units will move in the order they appear on the unit
table (Appendix A) from top to bottom. The units will only
move as fast as the slowest unit in the stack. When
using a mouse, select Group Move and proceed with
movement normally. All units in the stack receive the
order if they are eligible to move to the destination and
haven’t already moved that turn. For keyboard users,
Group Move is accessed by typing the “G” key.

Patrol Patrol orders allow a unit to proceed to a location and


then return to the original starting location. Patrols with a
production center or a carrier as one or both end
points will automatically refuel aircraft and ships as
necessary.

Page 32
When using a mouse select “Patrol” and proceed with
“Move To” movement normally and the patrol is estab-
lished. Keyboard users press “P” and proceed with the
“Move To” procedure. If one end of the patrol is on a
carrier which hasn’t already refueling the maximum
amount and the unit moving is a fighter or bomber, then
Battles of Destiny asks if you would like to set up a
special “Carrier Patrol”. Your patrol move orders are
then saved as an offset from the carrier. The patrolling
unit will always fly that offset from wherever the carrier
is. Be extremely careful with this patrol, as it is easy to
run out of fuel if you move half your range out, and the
carrier is moving away.

Scout Scout Mode allows you to move the cursor around the
screen to explore the map, enter the view screen, or
change the production at various production centers.
Scout Mode can be accessed by striking the “S” key.
These functions can be accessed from any of the other
modes with the mouse. However, keyboard users and
users who don’t want to worry about accidentally moving
a unit may appreciate this mode. To exit “Scout” Mode
select “Normal” Mode, or double click the left button.

Page 33
Orders

There are several advanced movement orders: Skip, Load, Unload, Refuel,
Fix, Entrench, Wait. All of these orders can be accessed by both mouse and
keyboard.

Skip This command allows you to not use this unit for one
turn or to cease movement for this turn. Aircraft and
ships will still use their fuel as if they moved their entire
movement allowance. If they are over a production
center, the skip is treated as a fix order. Mouse users
access this command by clicking on the “Skip” menu
item. Keyboard users can access it by pressing the
space bar.

Load To load units onto sea transports, one must be in a


production center. The air transport can load any land
square. It is accessed by the ‘L’ key from the keyboard.
Use the scroll bar controls to adjust the number of units
of each type you wish to load. Press “L” or click the Load
button to finish. Press “C” or click the cancel button to
cancel. Information on the various transport capacities
are in the unit description section.

Page 34
Unload To unload units from a sea transport, “move” the trans-
port onto a land square (except swamp and mountain
squares) and Battles of Destiny asks if you wish to
unload. If you answer positively, the unload menu will
appear asking how many units you wish to unload into
this particular square. (The “Move To” function will not
activate Unload.) This action does not use up move-
ment. Naval transports in cities and air transports are
unloaded by Striking the “U” key or clicking on the
unload menu button.

Refuel The Refuel command will return the range value to its
original value. The Refuel command costs the unit three
of this turn’s movement (or all of its remaining movement
for this turn whichever is less.) Refueling is accom-
plished by clicking the “Refuel” box or by striking the “R”
key on the Keyboard. Refueling can only be done at
production centers or carriers (aircraft only). By activat-
ing the refuel function at a distance, the unit will move to
the nearest production center and refuel automatically.
Land units have no need to refuel.

Fix The fix command will refuel and repair a unit. The unit
will be fueled up to its full range and have thirty damage
points repaired. The unit cannot be repaired to more
damage points than those listed on the master unit chart.
(Appendix A) Fixing a unit costs all of its remaining
movement for the turn. The Fix command can only be
accessed in a production center. It is accessed from the
keyboard by pressing the “F” key.

Page 35
Entrench Entrenching allows you to not move a unit until it is
attacked or it has its orders canceled. A land unit that is
entrenched has a small bonus on defense, naval and air
units do not. Naval and air units may only be entrenched
in a production center. Keyboard users strike the “E”
key. A unit will no longer be entrenched when its orders
are canceled by the player, after it is attacked, or when it
initially spots a unit. Units entrenched in a production
center will begin repairing themselves on the turn after
entrenching provided their orders were not canceled in
the prior turn for any reason.

Wait A unit that is ordered to wait, does not prompt for orders
until all other units have their orders, or are given wait
commands. A unit’s movement allowance may be
divided up by “wait” orders. Keyboard users can use ‘Z’
to select this.

Capitulate If you wish to surrender and quit the game strike the “A”
key or select Capitulate from the menu. Your production
centers become available for any player to take without
combat. These production centers stay the same level
when taken by other players.

Page 36
Map
The functions accessed under the menu heading “Map” are: Center, View
Units, Launch Drone, Build Menu, and Clear Orders. They affect the
current active map square.

Center This function will center the map around the cursor or
the unit currently ready for orders. It has no other effect
on the game. Keyboard users can use the “C” key.

View Units The view units screen will allow you to do many things
with the units and production centers in that selected
square. The following buttons are enabled when appli-
cable.

Move This will allow you to immediately move the highlighted


unit at this point in the turn by normal movement. You
may also double click on a unit to access this function.
For a unit to be selected here it must not have finished
its movement already. Units which still have movement
remaining are marked by a bullet at the end of their
description.

Clear This will clear any orders currently showing for the unit
that is highlighted.

Build This will access the Production Screen of a production


center in this square.

Page 37
Drone This will allow you to fire a drone from a production
center with radar and at least one drone. For further
information on this, see Launch Drone.

Shell This will allow you to shell this space with the battle-
ship, cruiser, or artillery unit currently queued for
movement. See the combat section for details.

Done The activation of any of the above commands or activat-


ing the done command will exit you from the view
screen.

Launch Drone If you are in a production center which has radar and
has at least one missile, you may fire it at any square
Important: Drones will not be within range. The range for drones is the industrial level
automatically addressed each of the production center plus three. Drones are fired by
turn as are all other combat pressing the “D” key or by selecting Launch Drone from
units. You must explicitly the menu while the active square is the production
activate and fire each and every center you wish to fire from. They may also be fired from
missile. other production centers by using the View Screen.
Once launched you can move them as if they were a
normal unit until they enter a square containing an
enemy unit or they move beyond their range. The odds
of them hitting a given unit are listed in the Table of
Units. (Appendix A) If they hit the first unit, they will
attempt to hit the next unit in the stack until they miss or
there are no more units. Missiles do forty points of
damage to each unit they hit.

Page 38
Clear Orders The clear orders command will remove orders from all
friendly units in the space currently active. This com-
mand may also be accessed by pressing the “X” key.

Page 39
Reports

The headings under the “Reports” menu heading are World, Info, Combat,
Send Message, and Read Messages.

World This command allows players to view the entire world at


once. It shows all the terrain, cities, friendly, and spotted
enemy units.

The color coding is as follows:

Grass Light Green


Hills Khaki
Forest Dark Green
Mountain Gray
Swamp Brown
Water Blue
Neutral cities Cyan
Player #1 cities & units Red
Player #2 cities & units Yellow
Player #3 cities & units White
Player #4 cities & units Magenta

The outline box will initially outline the map area cur-
rently viewed in the large scale map. This box can be
moved by dragging with the mouse or by moving with
the directional keys on the keyboard. Hold down the
control key to move faster. This new area can be viewed
on the main screen by clicking on the “Go to” box or by
striking the “g” key. To return to the original area on the

Page 40
small scale map click on the “Cancel” box or strike the
<ESC> key. None of the other functions can be ac-
cessed while viewing the world map.

Info The Information Screen gives you data on:

1. the number of production centers you control,


2. their industrial levels,
3. the quantities of the various units you are producing,
4. how many you have of each type,
5. when the next unit of each type will be completed,
6. the number of production centers each player has,
7. the combat efficiency of each player,
8. the overall relative strength of each player, and
9. the victory points of each player.

The overall relative strength of each player is determined


by taking into account the levels of production centers
controlled and the “production” value of all units currently
built. The victory points are added at the end of each
complete turn. Each time each player receives the sum
of the industrial levels of all their production centers in
points. The Information Screen can be exited by clicking
on the Done button or by striking the <return> key.
Keyboard users may access it by pressing the ‘I’ key.

Combat This reviews the combat report from the previous turn. It
can also be accessed by pressing the “K” key. See the
combat report section for details.

Page 41
Send Message This allows you to request a treaty with an opponent or
A chance to be a strategic poet! send them a message. To send a message, select one
or more opponent flags, type in a message, and select
the “Send Message” button. You may also select the
“Propose Treaty” button to avoid having to type. This is
also the only message the computer players understand.
This is accessed from the keyboard by pressing the “M”
key.

Read Messages This displays the queued messages your opponents


sent for you to read. If you are offered a treaty, you can
either accept, decline, or ignore. Accept and decline
send back generic messages (which the computer
players understand,) and ignore sends back nothing.
This is mainly useful if you want to decide to accept or
decline later in the turn. After completing all of the
messages you automatically return to the game. Press
the “J” key from the keyboard to access these. Battles
of Destiny also asks you if you want to read these
automatically at the beginning of the turn.

Page 42
Options

Corner World The Corner World switch turns the small world map in
the upper right corner of the screen on or off. Press “0”
from the keyboard.

Animation The Animation switch turns the animation sequences on


or off. Keyboard users can use the “H” key.

Sound The Sound switch turns the game sounds on or off and
is also toggled by striking the “Y” key.

Quad Units The Quad Units switch toggles between the two different
unit icon sets. It is also toggled by either the "=" or "+"
key.

Quit

The game may be exited by either clicking on the Quit Menu heading or by
pressing the “Q” key. You will be asked if you are sure and given a yes or no
choice. The game will continue if you choose no. It will immediately exit to
DOS if you choose yes.

Page 43
Winning the Game
The winner of the game is the surviving player with the most points when the
end of the game is reached. The game ending is based on what was initially
set in the game options screen. The game also ends when there is only one
surviving player left. Points are accumulated each turn, one for each indus-
trial level of each production center owned.

Page 44
Unit Descriptions

Land Units

Infantry

Infantry is the most common defensive unit in Battles of Destiny.


powered ceramic-composite battle armor, Gauss rifles,
nti-tank/anti-air rockets they are generally able to hold their
own against uncoordinated attacks with the aid of good defensive terrain.
I
Artillery

Long range rocket assisted artillery makes up the backbone of any


successful assault or defense. While outmatched in direct combat with
any other land unit, its ability to fire at distant land or naval targets makes
it a decisive factor in many battles. Its greatest weak point is its almost
nonexistent air defenses. Artillery can fire at range six, but can only sight
out to four spaces.

Armor

Heavily armored and gunned, the Main Battle Tank is the most powerful
land unit in the Battles of Destiny. The most survivable unit in an
artillery rich environment, it is the key to successfully assaulting enemy
strong points.

Page 45
Tank Destroyer

Light, fast, expendable, the tank destroyer is rarely successful in combat


against units other than armor, undefended production centers or artil-
lery.

Aerial Units

Fighter

The fighter is a powerful air to air combat machine but next to useless in
a ground assault role. It is a fast, dependable scout and crucial to gaining
control of the air. It lacks the range of the bomber or air transport and
thus must stay closer to a base. Remember to refuel aerial units as
needed! You will get a warning if you are about to move out of range of
the nearest refueling point.

Bomber

The bomber is the key to destroying enemy artillery and naval transports.
Though it has a powerful air-to-ground/air-to-sea weapons suit, it rarely
stands up to fighters in air to air combat. Remember to refuel aerial units
as needed! You will get a warning if you are about to move out of range
of the nearest refueling point.

Page 46
Air Transport

The air transport’s ability to swiftly place infantry and artillery at key
points can be strategically devastating to an opponent. While able to
create instant assaults on weak points, it is unable to carry a defended
position without support and has a short life span when not escorted by
fighters. Remember to refuel aerial units as needed! You will get a
warning if you are about to move out of range of the nearest refueling
point.

Escort Ships

Patrol Boat

Light picket ships capable of damaging or destroying enemy transports. It


can also be used for escorting heavy combat units. They provide good
defense against missiles.

Hydrofoil

Fast naval scouts useful for recon and transport hunting.

Frigate

The standard transport escort. Capable of defeating patrol boats and


hydrofoils and able to keep up with the faster transports, it is also slightly
useful as a shore bombardment platform.

Page 47
Destroyer

The heaviest escort, it can only keep up with the large transport, heavy
carrier, cruiser, and battleship. It can be used to destroy escorted trans-
ports and for anti-shore/anti-air duties. Its light coastal bombardment
ability makes it a nice ship against radar bases also.

Capital Ships and Transports

Cruiser

The cruiser is the heaviest naval unit with the exception of the battleship.
More than capable of destroying anything but a battleship in direct
combat, it also has ranged fire for medium range bombardment and
naval attacks. These heavy ships are useful in supporting ground attacks
also. They can shell at a range of four.

Battleship

The heaviest unit in the Battles of Destiny, this ship can withstand
multiple hits by any weapon and still keep on fighting. Its biggest draw-
backs are its expense and its lack of speed. Battleship fire has a range of
six.

Small Transport

Small transports can carry up to three artillery units, up to six infantry


units, or any combination thereof.

Page 48
Large Transport

Large transports can carry up to six artillery units, up to twelve infantry


units, or any combination thereof.

Armor Transport

Armor transports can carry up to three armor units, up to six tank


destroyers, or any combination thereof.

Escort Carrier

Escort carriers can refuel up to four aircraft of any type per turn. They
also can support fighters patrolling off them. Setting escort carriers
moving while fighters patrol off them can be a powerful sighting tool.

Heavy Carrier

Heavy carriers can refuel up to eight aircraft of any type per turn.

Miscellaneous

Radar

Radar can only exist in a production center. It is necessary for the


production and firing of drones. It also gives them the ability to sight units
at a significant range.

Page 49
Missile

Drones may only exist where there is radar. All missiles can be fired at
once for a huge defensive barrage.

Industrial Level

This provides an improvement in the production center’s ability to pro-


duce units. It also increases the radar and missile range.

Page 50
Designers’ Notes

Andrew Hackett

My suggestions are to attack and defend using combined arms tech-


niques. Combine air, land, and sea attacks on cities in a single turn.
Bombard enemy units with artillery and heavy ships before attacking
them. Use air transports with infantry to take out enemy artillery and take
unoccupied enemy cities. Always at least contest control of the air to
protect you artillery and production centers from surprise attack. Use a
combination of artillery and missiles for shore defense; the artillery to
prevent the enemy from stacking and the missiles to kill the transports,
battleships, and cruisers. Amphibious assaults should be led by frigates,
destroyers and possibly empty transports. Air supremacy should be
attained locally and air transports should be within one turn movement of
one or two enemy cities. Do not retake the same production center
repeatedly, take different enemy cities and you constantly erode his
production base.

Kenneth Lightner

Three suggestions: first and most importantly, remember to be adapt-


able. For example, if your opponent is shooting down all your air trans-
ports, start building fighters like crazy until you can fly around with a little
safety. On the other hand, if all your fighters have nothing to do, start
switching those production centers over to bombers or something else
useful.

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In line with the previous section is the need to be flexible to the map
you’re on. Pay attention to when you’re going to need transports of some
sort to get to new islands, past difficult terrain, or between widely spread
production centers. Having these transports come out with escorts right
when they’re needed is the secret to optimizing your expansion.

Lastly, when attacking heavily defended areas, use large, well coordi-
nated attacks which include units to defend the objective once taken.
When attacking lightly defended areas, strike fast, before they can
reinforce. Remembering to protect what you take.

Cris-Jon Lindsay

My suggestion is called the “Kamikaze Raid”. Take cities towards your


opponents beginning area using a lone air transport. This will disrupt the
opponents production and usually demoralize a human opponent. This
tactic needs to be done early in the game as a surprise attack. If suc-
cessful, the human opponent will always remember you doing it and it
will never work again (at least not till after a substantial period of time).
Another thing, pay attention to the time limit on timed games. It can be
very aggravating if you’re a slow builder on a quick game.

Ty Pike

I recommend what I call a “Deep Seed” maneuver for the early part of a
large game. It involves sending an air transport deep into neutral territory
to establish a foothold that allows one to expand in all directions. This
maximizes your expansion rate; as the “Deep Seed” expands, you can
pretty much count on capturing the area between it and your original
area. It is not recommended for players with low combat percentages

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(below 90%) as a failure to capture the targeted production center can
cause a major set-back.

“Going Chinese” is another strategy for a large, land based game. The
idea is to expand as rapidly as possible, to the sacrifice of building heavy
units. Look at the geography of your starting position to figure out the
boundaries that are:

1. within your reach,

2. defensible (surrounded by mountains and ocean)

3. and encompass a tiny bit more of the map’s cities than your fair
share.

Once you expand to these “natural” boundaries, lay low, kiss up to


everybody and build lots of fighters, artillery, missiles and industrial
levels.

Rob Lefebvre

The early game in a nutshell: expand, expand, and expand! I don’t worry
about much else until pretty far into the game. If this tactic is successful,
you will end up with a LOT of undefended cities. However, I feel that this
is more than compensated by the fact that you will generally have more
cities than your opponents. I don’t even worry about defenses until I am
really butting heads with someone (except for a fighter or two to defend
against Cris Jon’s “Kamikaze Raids”). If the early game tactic is success-
ful, then the later game tactic is obvious: hold on for victory. Having more

Page 53
cities, you won’t need to take as many risks in the later game; just
concentrate on solid attacks.

There is one disadvantage of this strategy in a social game between


three or more people: The other players will have a tendency to gang up
on you since you will appear to be winning.

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Appendix A: Table of Unit Capabilities

Unit Attack Defense Speed Damage Range Sight Sub Missile


Type Strength Strength Range Sight Hit %

INF 10 20 2 30 N/A 4 0 20
ART 8 20 2 20 N/A 4 0 40
ARM 25 28 4 20 N/A 4 0 40
TD 20 10 4 10 N/A 4 0 40

FTR 8 20 12 20 25 6 1 45
BMBR 35 20 8 15 33 6 1 45
AirT 5 15 8 15 33 6 0 45

PTB 30 15 4 40 121 4 0 15
HF 20 15 6 40 91 4 0 15
FF 30 20 4 70 161 4 1 25
DD 40 25 3 90 151 4 1 25
ss 35 15 3 60 241 4 1 20

ArmT 10 15 4 80 161 4 0 65
SmT 10 15 4 80 161 4 0 65
LgT 10 20 3 100 241 4 0 65

CA 35 30 3 150 241 4 0 60
BB 50 35 3 180 241 4 0 60
CVL 25 30 4 80 241 4 0 50
CVA 35 35 3 120 241 4 0 50

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Unit Attack Defense Speed Damage Range Sight Sub Missile
Type Strength Strength Range Sight Hit %

Drone 1 80 10 4 10 1 1 0 -
Drone 2 80 10 5 10 1 1 0 -
Drone 3 80 10 6 10 1 1 0 -
Drone 4 80 10 7 10 1 1 0 -
Drone 5 80 10 8 10 1 1 0 -
Drone 6 80 10 9 10 1 1 0 -

Radar 1 - 5 0 -
Radar 2 - 6 0 -
Radar 3 - 7 1
Radar 4 - 8 1
Radar 5 - 9 2 -
Radar 6 - 10 2 -

Page 56
Appendix B: Modem Game

Since Battles of Destiny is not an interactive game in the same way a flight
simulator is, the modem features are designed to simply send the game
between remote players at the end of each turn where this would be neces-
sary. The sending player selects “Send by Modem” off of the “End of Turn”
options. The receiving player selects “Receive Modem Game” from their
“Begin Game” options screen. Both players should now see a relatively
similar modem set-up screen.

Battles of Destiny can send via null modem, pick up a current phone
conversation, or dial itself. You need only set it up for your style of modem.
You must know the COM port your modem is on, the speed, and any special
initialization commands that are necessary. The other toggle buttons and edit
fields allow you to set up your connection relative to the current situation.
Use direct connect for null modem hookups only.

The “Auto Baud/Fixed Baud” toggle allows you to force the game to use the
baud rate you selected (Fixed) rather than the baud rate the modem returns
on connection (Auto). This is useful for connecting with data compressing
modems which may connect at a lower baud rate than they need to talk.
Refer to your modem manual for details. (This is often technically referred to
as a fixed DTE to DCE rate.)

Both players should select “Go” when everything is ready on both sides.
(Depending on the connection method, Battles of Destiny may get tired of
waiting before your friend actually calls. If this happens, simply select “Re-
ceive Modem” again. Battles of Destiny will automatically load your previ-

Page 57
ous configuration. Hit “Go” again to let Battles of Destiny start waiting to
receive again. This will usually work even as the phone is ringing.)

If you were on the line Battles of Destiny is using and selected “Pick up
Line”, Battles of Destiny will ask you to hang up when necessary. This
should not disconnect you, as the modem will have taken up the line by then.

At this point, Battles of Destiny should display a working message, and then
either “Long File” or “Quick File.” The Quick File will be used when both
players have the map file used for the game in their Battles of Destiny
directories. When this is the case, Battles of Destiny doesn’t have to send
around quite so much map data, and saves considerable time.

Battles of Destiny will then either report an error or a successful transfer,


click O.K. or press <return> to continue. On success, the receive side will go
right into the turn. The send side will return to the “End Turn” options. From
here you may enter “Scout” mode, but remember the game resides else-
where, so any production changes or orders cleared will be lost when you
receive the game back. Once finished, press ‘E’ or click “End Turn” and the
game will return you to the starting screen. From here you can select “Re-
ceive Modem Game” or start a “New Game.” Given the way this works, it is
completely possible to run a modem game with four persons all in different
locations.

Troubleshooting:

Busy Make sure “Xi " is in your initialization string


if you are picking up current connections.
Alternatively, if you are dialing, the line might
actually be busy.

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Long File While not really a problem, you can speed
up the transfer substantially by sending
copies of any custom maps you are using to
your opponents.

Error Count too high Too many serial errors were encountered
during transfer. Try a lower baud rate. Also,
make sure your baud rate matches your
opponents. If you are using a modem
capable of data compression you may need
to either turn off the compression, or use the
“Fixed Baud” rate button. In either case,
refer to your modem manual for details.
Unfortunately, this area is completely
without standards.

Modem Not Responding Battles of Destiny waits for text responses


from the modem for each step. This error
indicates the modem did not provide them.
Check to make sure the modem is on and
that you have set the right COM port. If all
these are correct, refer to your modem
manual and make sure the initialization
string includes the command for “verbal”
responses, usually “V1 ".

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Send old modem game Provided only at the start screen. This
simply allows you to save off a game at the
end of a player turn, and then send it much
later as a complete game file. Your oppo-
nent receives it normally. It is always sent as
the “Long File”.

Page 60
Appendix C: Map Editor for Battles of Destiny

The map editor for Battles of Destiny will allow you to create new maps to
compete on. You may create maps of any size from 25 by 25 to 100 by 100.

Starting the Map Editor

To start the map editor type “CD\BATTLES” followed by <return> and then
“MAPEDIT” <return>. You may now choose to modify a saved map or to start
creating a new one. To choose the size of a new map, enter the desired
numbers in the fields available, then click the “new map” button.

Command Summaries

The commands to the map editor are similar to those in Battles of Destiny
and are operated in the same fashion. Below is a summary of what is avail-
able on the menu bar.

File

New Restarts the map editor and clears out the old file. “N” is
the keyboard hotkey.

Load This will load the latest saved version of current map
from the disk. “F7” is the keyboard hot key.

Load As This will load a map under a new name. “F8” is the
keyboard hotkey.

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Save This will allow you to save the current map for future use
or improvement. Initially this will ask for a name, but
thereafter, it will automatically save it under the current
working title. “F5” is the keyboard hot key.

Save As This will save the map under a new working title. It will
have no effect on the name of any previously saved file if
the name is original. “F6” is the keyboard hotkey.

Edit

Place Terrain This command will change the square currently occupied
by the cursor to the terrain type which is currently active.
Space bar is the keyboard hot key.

Place Production center This command will place a production center in the
square currently occupied by the cursor. It will also
change the terrain in that square to grass. To place a
production center from the keyboard, strike the “I” key.

Write On This will change the terrain in every square that the
cursor enters to the current terrain type. “F1” is the
keyboard hotkey.

Write Off This returns the map editor to normal mode from write
mode. “F2” is the keyboard hot key.

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Fill to Like This will fill any area completely surrounded by the
current terrain type to that terrain type. Use caution here
as any different terrain, like a production center, may
allow the fill to draw a much larger area than desired. “F”
is the keyboard hot key.

Terrain

Grass Changes the current terrain type to grass. “1” is the


keyboard hotkey.

Hills Changes the current terrain type to hills. “2” is the


keyboard hotkey.

Mountains Changes the current terrain type to mountains. “3” is the


keyboard hot key.

Swamp Changes the current terrain type to swamp. “4” is the


keyboard hot key.

Forest Changes the current terrain type to forest. “5” is the


keyboard hot key.

Water Changes the current terrain type to water. “0” is the


keyboard hot key.

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View

Center This command centers the cursor on the screen without


changing the coordinates of the cursor. “C” is the
keyboard hot key.

This will allow you to view the world map just as in


Battles of Destiny (minus viewing units.) See World
map command in Battles of Destiny for further informa-
tion. ‘W” is the keyboard hotkey.

Corner World This toggles the placement of a small scale depiction of


the entire map in the upper right corner of the screen.
“0” is the keyboard hot key.

Quit Return to DOS. “Q” is the keyboard hot key.

Page 64
Appendix D: Trouble Shooting

For those users with “special” hardware set ups, the following provisions are
made. In your “Battles” directory there is a file called BATTLESBAT. This file
executes the title screen and game for you when you type “BATTLES” and
<return>. If Battles of Destiny isn’t running correctly, then there are a few
adjustments that can be made here. With the file in an ASCII editor such as
“EDIT” which comes with DOS 5.0, the file should look like this:

echo off
BODTITLE
THEGAME

At the end of each line, the following letters may be placed to modify how
Battles of Destiny runs.

Sets the game to write to video as if the VGA card only supported EGA
write modes. Use this switch if your unit icons do not show up. It is
necessary on some older less than 100% VGA compatible cards. Screen
updates are slightly slower, but there is no other difference.

Forces the game to play in EGA mode.

The game has sound disabled.

Forces the game to use the internal speaker for sound.

Forces the game to use ‘Sound Blaster” compatible sound.

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A Forces the game to use “Adlib” compatible sound.

Also, as small consolation for reading this, the "Z" switch allows Battles of
Destiny to start up with out the title screen having run. You may type
“THEGAME Z" instead of “BATTLES” if you wish to skip the title.

Page 66
Appendix E: Hot Keys

A Capitulate
B Build (from current square)
C Center
D Drone (from current square)
E Entrench
F Fix
G Group move to mode
H Toggle animation on/off
Info
J Read messages
K Combat report
L Load units
M Send message
0 Toggle corner world display on/off
P Patrol mode
Q Quit
R Refuel
S Scout mode
T Move to mode
U Unload
v View current square
W World map
X Clear orders of all units in current square
Y Toggle sound on/off
Z Wait
+/= Toggle between unit display styles

Page 67
Credits

Game Design and Programming: Ken Lightner

Computer Intelligence and Music: Rob Lefebvre

Computer Art and Animation: Ty Pike

Map Art and Design: Cris-Jon Lindsay

Documentation and Design Assistance: Andrew Hackett

Cover Art: Gary Stevens

In Charge of Production: Steve Cohen

Game Design Consultant: Bruce Williams Zaccagnino

Playtesters: Mary Lefebvre, Cheri Gatland Lightner, Michael H. Gray,


Tommy Pierce, Walter Abernathy, Bruce Lull, Steve Cohen, Bruce Williams
Zaccagnino, Henry Sakos, Frank Smith, Jim Gorcz, Jack Earley, Jon
Zaccagnino, Tom Anson, Bill Sarubbi, Joseph Schmantz, Tim R. Cuccolo,
Chuck, Phil Steen, Flint, and Doug.

As a final note, Several Dudes Holistic Gaming thanks all those individuals
who made passing comments. To list all of you would require another
manual. Also, thanks to those who registered our first Shareware game,
“Modern Conquest”. Fortunately, your numbers were large enough to keep
us interested and small enough to force us to go commercial!

Page 68
.
You can contact QQP at:

Quantum Quality Productions


1046 River Avenue
Flemington, NJ 08822
(908)788-2799

or on

CompuServe: ID# 75300,3223


Prodigy: ID# BBDK26A

For on-line support, hints, and clues on Battles of Destiny, call CompuServe
toll free at l-800-524-3388 and ask for representative #353. You can receive
a FREE introductory membership and $15.00 usage credit.

CompuServe offers a variety of services as well: investment information,


travel, reference libraries, demo programs, game forums, and more. For
information on Battles of Destiny, and other Quantum Quality Productions
games, type the command, Go Gamepub and enter the Other Publishers
support area.

Page 69

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