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CRIMSON(6)			 [FIXME: manual]		      CRIMSON(6)

NAME crimson - a hex-based tactical combat game

SYNOPSIS

     crimson   [--level level]	 [--width w]   [--height h]   [--fullscreen 1|0]
	     [--sound 1|0]

     crimson {--help | --version}

DESCRIPTION

     Crimson Fields is a tactical war game in the tradition of the popular  Bat-
     tle  Isle. Two players command a number of units on a map of hexagons, try-
     ing to accomplish mission objectives ranging from defending important loca-
     tions to simply destroying all enemy forces. Damaged units may be	repaired
     or  replaced by new recruits, while victorious squadrons will improve their
     abilities so they will be even more difficult to beat next time.

     The game can be played against a human adversary in hot-seat mode,  over  a
     network, or via e-mail, or against a computer player.

     The level editor cfed(6) can be used to create your own levels.

OPTIONS

     If  called without options crimson will open its main window using the set-
     tings from the last session or the defaults if no previous settings exist.

     --level level
	 Skip the level selection window and load the mission  file  level.  The
	 file may be either a standard level file or a saved game. When starting
	 a  new  game this way you will be playing a single map against the com-
	 puter without any handicaps.

     --width w
	 Set screen width to w. Minimum screen width is 320. Default is 800.

     --height h
	 Set screen height to h. Minimum screen height is 240. Default is 600.

     --fullscreen 1|0
	 Turn fullscreen mode on/off. The default is to start in windowed mode.

     --sound 1|0
	 Turn sound on/off. The default is on.

     --help
	 Print a usage message on standard output and exit.

     --version
	 Print version information on standard output and exit.

     The display and sound options given to crimson on startup will be saved  to
     file and restored on the next program start.

GETTING STARTED

   Introduction

     The  once	peaceful  planet  Nexus has been invaded by beings calling them-
     selves the Empire of Kand who are determined to conquer Nexus or destroy it
     completely. The public unrest has become violent as the people attempt rev-
     olution against the invasion, but the Empire of Kand are quick  to  silence
     opposition.  Nexus  is  on the verge of war and its people have formed fac-
     tions to battle the Empire. As a member of one of the major rebel factions,
     the Free Nexus Army, your goals are obvious: to drive the intruders back to
     whichever part of the galaxy they came from and  restore  peace  on  planet
     Nexus...

     (This is the background story for most of the included missions and the de-
     fault campaign. There may be maps with entirely different settings.)

   Main Menu

     The  main	screen	presents  a number of widgets to configure the game. The
     most important decision is whether you want to play  a  skirmish  match,  a
     campaign,	or load a saved game. Skirmishes are stand-alone maps while cam-
     paigns consist of a number of maps which must be played (and  won)  in  se-
     quence.  Each  map  that  you advance to during a campaign will also be un-
     locked for skirmish matches. While campaigns can only be played against the
     computer, skirmishes can additionally be played as  hot-seat  matches  (two
     players  on  one  computer  taking  turns), e-mail matches (see the section
     called "PLAY-BY-E-MAIL"), or over a network, and when playing  against  the
     computer  you  get  to choose which side you want to play on. For both game
     types you can optionally define a handicap, to make the game a  bit  easier
     or  harder.  What this means exactly depends on the map being played but in
     most cases a handicapped player will have fewer units or resources  at  his
     disposal than his opponent.

     The  large  box  on  the left lists all available skirmishes, campaigns, or
     saved games, while the box on the right displays a small image of	the  se-
     lected  map  or,  for  campaigns,	the story. For skirmishes, the number in
     brackets shows the recommended number of players. Missions designed for one
     player are often rather unbalanced if played against  another  human  since
     the computer plays so different from a human, although a handicap can some-
     times fix this.

     After you have selected a map hit Start to enter the game.

   First Steps

     After  starting  the match you will be presented with the mission briefing.
     Here you are given your orders and objectives to win the map. As both play-
     ers usually have different and conflicting goals, each player gets his  own
     briefing session at the beginning of his first turn.

     After the briefing you will be presented with the map. This is your command
     center.  From here you can issue most of the orders that will determine the
     outcome of the mission. The first player commands the  yellow  units  while
     the second player or computer takes control of the blue units.

     The  map  consists  of small regions of land (or water) each known as a hex
     (sometimes also called field or square). Left-clicking  on  a  hex  selects
     that hex and moves the cursor to it. If there is a unit on the selected hex
     then  a  small  bar will appear in the lower left of the screen showing the
     rank of the unit, its type, and the squad size (see the section called "Ex-
     perience" for more information about ranks). If there is instead a building
     or shop on the selected hex, the information bar displays the name  of  the
     shop  and possibly some icons representing special attributes (see the sec-
     tion called "CRYSTALS" for details). Shops may occupy several  fields,  but
     they  only have a single entrance, which is marked by the colour of the re-
     spective owner. Buildings with a white entrance are neutral  and  not  con-
     trolled by any player.

     A	right-click  on one of your units generally brings up a context menu for
     that unit (this does not apply to enemy units). Here you can view the  unit
     stats,  or  inspect  its  contents  (transporters	only).	Other units like
     mine-sweepers may have special skills which also show up here. If the  unit
     is  not  a  transporter  and does not offer any special skills, the menu is
     skipped and you are directly taken to the stats display.

     The stats window is basically divided in two parts. The top part shows  the
     unit  name  and  its  values  for	speed, armour, and effectiveness against
     ground troops, aircraft, and ships in that order, from the top left to  the
     bottom  right.  Most units have a weapon range of 1, meaning they can shoot
     at units one hex away (i.e. directly next to it). For units with  different
     settings, the actual range is given in brackets after the weapon power. The
     second  part  of  the window lists the most important terrain types. Shaded
     terrain indicates that the unit cannot cross that ground.

     Right-clicking anywhere but on a unit or pressing F1 pops up the Game  menu
     where  you  can  review your mission objectives, take a look at an overview
     map, or save your game, for example.

     You select one of your units by simply clicking on it. Large parts  of  the
     map  will	now  be  shaded to indicate that the unit cannot move there. Un-
     shaded enemy units are potential targets. To move to an accessible field or
     attack a foe, simply double-click the respective hex. If  you  accidentally
     sent your unit to a hex you did not want it to go to, right-clicking on the
     unit gives you the option of reverting the last move, as long as it did not
     trigger any special events.

     If  you  click  twice on one of your shops or a neutral one, you enter that
     building. Of course, you can also move units into shops, although only some
     units (Infantry in the default set) can move into shops not owned	by  you,
     and  some buildings may not allow all unit types. Quite often buildings are
     important mission objectives. Taking the enemy  headquarters,  e.g.,  is  a
     very  common  goal.  But  even if you do not specifically need to control a
     certain shop for victory, it can still be very helpful as it may be  possi-
     ble to repair or build units (see the section called "CRYSTALS").

     When  you	have issued all orders, select End Turn from the Game menu. Your
     commands are then executed, fights are resolved, and your opponent gets his
     chance to strike back...

MOVEMENT

     Each unit may only move once each turn, and only if  it  did  not	initiate
     combat on the same turn.  Artillery and Anti-Aircraft Guns cannot attack if
     they have already been moved on the same turn. To move around on the map, a
     unit needs movement points. The number in the upper left corner of the unit
     information  dialog  (which  can  be  brought  up	for one of your units by
     right-clicking it) indicates how many hexes the unit can move under optimal
     circumstances. The actual range is determined by several factors.

     For ordinary ground units the terrain can greatly reduce the range  of  ac-
     tion.  The  maximum can only ever be reached on roads, everything else will
     slow the unit down, and mountains more so than forest. For  airborne  units
     or ships, terrain is of no importance.

     Enemy  units  can	be  trapped in order to prevent them from using superior
     speed or to deny them access to certain areas of the map. A unit which  at-
     tempts to cross a hex between two hostile units or one hostile unit and in-
     accessible terrain will be stopped immediately after passing through.

     A	unit  cannot  leave a transport or building and enter another one on the
     same turn. Enemy buildings can only be conquered by infantry units.

COMBAT

   Results

     Basically the probability to hit an enemy unit in combat is  the  same  for
     all  unit types, although the attacker always gets a slight advantage. This
     hit probability is then modified by effects such as experience, distance to
     the target, terrain, or wedging (see below). Similarly, each unit gets  as-
     signed  a probability for evading an attack which is then modified by expe-
     rience, terrain effects and blocking. If a unit scores a hit  it  will  in-
     crease  its  attack  pool	by an amount equal to its strength. A unit which
     successfully evades an attack will have its defence pool grow by an  amount
     equal to its defence or armour value. Finally, each attack pool is compared
     to the enemy's defence pool, and the resulting ratio determines the casual-
     ties on both sides.

   Terrain

     Terrain  is  an  important  factor  in combat as it can heavily influence a
     unit's effectiveness. For example, fighting on a road or open  plains  will
     greatly  increase	attacking  strength but offers relatively poor defensive
     capabilities, whereas a unit in the mountains will profit from  the  higher
     position  in  both  attack  and defence. Terrain modifiers do not apply for
     aircraft.

   Wedging

     Friendly units can help increase the combat strength of an  attacking  unit
     without  attacking  themselves. For each friendly unit which is adjacent to
     and capable of shooting at the defender, the attacker will  get  a  10  per
     cent  bonus.  If the unit is adjacent to the defender, but cannot attack it
     the bonus is reduced to 5 per cent. A friendly unit in the back of the  de-
     fender  will  earn another 5 per cent bonus, or 10 if it could also attack.
     It does not matter whether a wedging unit actually  attacks  the  defender.
     Wedging does not work for long-range attacks.

   Blocking

     In  a manner similar to wedging, defending units may improve their position
     in combat. For each friendly unit adjacent to  the  attacker  and	the  de-
     fender,  the  defending  unit will have its combat strength increased by 10
     per cent. Just like wedging, blocking does not help against long-range  at-
     tacks.

   Experience

     Veteran  units  are usually much stronger than newly assembled ones. If you
     manage to wipe out an enemy unit your unit will  receive  three  experience
     points.  If  the  enemy is only damaged you will still get one point. Every
     three experience points a unit advances to a new rank  which  improves  its
     combat  skills.  Still, a seasoned infantry unit will have a very hard time
     against a group of recently recruited heavy tanks.  Destroying  mines  does
     not earn any experience points.

CRYSTALS

     Crystals  represent  the  resources  required  to maintain and enlarge your
     army. You need them to repair damaged units or build new ones.

   Repairs

     Units which have been damaged in combat can be  repaired  in  any	building
     equipped  for  this  purpose (a workshop). To check whether a building is a
     workshop, click on it. For workshops a wrench icon will be displayed in the
     small info bar that appears in the lower left of the screen, and  a  repair
     button  is  available in the icon bar inside. Repairing will restore a unit
     to its full strength and requires an amount of 5 crystals, no  matter  what
     kind of unit it is or how badly is was damaged. Apart from the crystal cost
     the  unit loses one experience point for each rookie that fills up an empty
     slot.

     The ability to repair damaged units is not necessarily  limited  to  shops.
     Some unit types may offer the same service (from the standard unit set, for
     example, the Aircraft Carriers can bring aircraft back into shape). Repairs
     in  units	works exactly the same way as in workshops, and you also need to
     supply the crystals to do so.

   Production

     To build new units you need some crystals and a factory (hammer icon).  The
     amount  of crystals required depends on the type of unit you want to build:
     A squad of light reconnaissance vehicles is cheaper than a group  of  heavy
     attack choppers. Most factories can not produce all unit types, even if you
     could  afford  it.  If you click on the production button inside a factory,
     you are shown the list of units which can be built in this particular  fac-
     tory.  Next  to  each unit type is the amount of crystals that will be con-
     sumed. Newly built units can only move on your next turn.

   Mines

     To replenish your supply of crystals you need mines.  Mines  are  buildings
     which  'produce'  a  certain  amount of crystals each turn. They can not be
     identified from the outside. Many maps do not have any mines at all, so  it
     is  always  a good idea to consider carefully what you spend your resources
     on. Crystals can be transferred from one building to another (e.g.  from  a
     mine to a factory) using any transporter unit.

PLAY-BY-E-MAIL

     If Crimson Fields is played in play-by-e-mail mode, the game will automati-
     cally be saved whenever a player ends her turn. The resulting save file can
     then be sent to your opponent using your favourite mail client program.

     On  your  first turn you will be asked for a password. You will be prompted
     for this password at the beginning of each of your turns  to  prevent  your
     opponent  from  spying.  Note,  however, that the password only offers very
     mild protection if you are playing against deliberate cheaters. Choose your
     enemies carefully!

FILES

     Unix
	 ~/.crimson/crimsonrc
	 ~/.crimson/levels/

SEE ALSO

     cfed(6), bi2cf(6)

COPYRIGHT

     Copyright (C) 2000-2007 Jens Granseuer

     This software is distributed under the terms of the GNU General Public  Li-
     cense[1] (GPL).

AUTHOR

     Jens Granseuer <jensgr@gmx.net>
	 Author.

NOTES

      1.
	 GNU General Public License
	 http://www.gnu.org/copyleft/gpl.html

[FIXME: source] 		 January 20 2007		      CRIMSON(6)

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