Dec 182017
 
StratSys v2.0, 2-player strategy combat game, requires VGA and mouse. Very flexible design with infinite possible game scenarios. Comes with 4 scenarios (including civil war and robot wars). Expansion sets are available.
File ASTRAT20.ZIP from The Programmer’s Corner in
Category Games and Entertainment
StratSys v2.0, 2-player strategy combat game, requires VGA and mouse. Very flexible design with infinite possible game scenarios. Comes with 4 scenarios (including civil war and robot wars). Expansion sets are available.
File Name File Size Zip Size Zip Type
CHRTEMP.DAT 3132 167 deflated
CIVWAR1.BAT 22 22 stored
CIVWAR1.DAT 3103 296 deflated
CIVWAR1.SCN 511 207 deflated
CIVWAR1.UNT 151 84 deflated
CYBER.MAP 4896 223 deflated
CYBER1.BAT 21 21 stored
CYBER1.DAT 3202 213 deflated
CYBER1.MAP 4808 250 deflated
CYBER1.SCN 403 180 deflated
EGAVGA.BGI 5554 4021 deflated
LAND1.DAT 3101 296 deflated
LAND1.MAP 4808 431 deflated
LAND2.DAT 3097 293 deflated
LAND2.MAP 4808 401 deflated
MAPTEMP.DAT 4808 59 deflated
MED1.BAT 19 19 stored
MED1.DAT 3095 270 deflated
MED1.SCN 592 225 deflated
MED1.UNT 150 90 deflated
OCEAN1.BAT 21 21 stored
OCEAN1.MAP 4808 456 deflated
OCEAN1.SCN 408 188 deflated
ROBOTS1.DAT 3158 269 deflated
ROBOTS1.UNT 144 86 deflated
SHIPS1.DAT 3126 164 deflated
SHIPS1.UNT 150 92 deflated
STRATEGY.DOC 30060 9303 deflated
STRATEGY.EXE 58208 25280 deflated
STREDIT.DOC 2006 853 deflated
STREDIT.EXE 25216 15467 deflated
TRIP.CHR 16677 8006 deflated
WATER1.DAT 3093 288 deflated

Download File ASTRAT20.ZIP Here

Contents of the STRATEGY.DOC file




StratSys v2.0
"Strategy-System"
(C) Dec 1991, Jan 1992 Ed T. Toton III



OVERVIEW:

Before starting, please note that you must have a microsoft compatable
mouse and a VGA in order to play this game.

StratSys (pronounced "Strat' siss") is a game of strategy (imagine that).
The game is designed to allow a wide variety of games. The possibilities are
endless!! Each game scenario is contained in a file with a SCN extension
(ex- "MYGAME.SCN"). This file tell the program where to place the units and
what type they are. It also instructs the program to load 3 different data
files. One ontains the images for the background, another contains the
images for the units, and the other has the map.
Anything you can imagine is possible. The game comes with a few scenarios
to get you started. At a later date I will distribute a map and icon editor
for this game. Right now this game comes with an editor that can be used for
that purpose, but a nicer one will be around someday. You will be able to make
your own scenarios! Extension packs are also be available! These packs contain
more data files and scenarios. Ideas in the works right now (or are in
library packs) are as follows:
1) Bug War!! Bug colony vs Bug colony!!
2) Space conflict Ship to ship warfare!!
3) The middle east A modern scenario..
4) Computer war! Viruses and programs fight in a computer!
5) Fantasy Land! Dragons and wizards fight to the death!
6) Chess world!! Chess peices battle it out!!

If you have any ideas for more, or you have made a scenario that you think
is worth a bit, then send them to me and they may appear in a future release
of this game, or a Library Set (expansion pack)!!

Here's a list of what's in this package:
OCEAN1 1) Naval Conquest! Battle it out with carriers and destroyers!
CYBER1 2) CyberWar! Robots fight in a futuristic landscape!
CIVWAR1 3) Civil War! A historical concept! Enjoy the cannons!
MED1 4) The middle ages! I can hear the sound of swords and armor!
^^ filenames.


RULES:

The game has one basic idea that must always be kept in mind. It is:
"Kill the enemy leader, while protecting your own." Each team will get at
least one unit with a rank of 1 (leader). You must have one of those at all
times to remain in existance. You lose if you have no leaaders!
You will have several commanders (rank 2). The more of these you have, the
more move-points you'll get each turn. More commanders means you can do more
commanding right? Everything else will be rank 3 or worse. These are your
main combat force.
Every unit has five basic statistics. They are:
1) Attack strength (Take this, subtract enemy defense
2) Defensive strength rating, divide by 20, prob. of hit)
3) Speed (4-speed is cost per move)
4) Range (distance you can shoot)
5) Rank (Leader? Commander? Soldier?)

On the title screen you will be shown these statistics, but you need not
memorize them. You should click on a few units when the game begins to
familiarize yourself with your units. When you click on a unit it will
show you it's stats, and you can hit 'cancel' to avoid doing something with
that unit. Don't try to memorize their stats, simply keep in mind which ones
are tough and slow, or fast and week, or whatever.
Each turn you get 10 move-points (or MP's). You have those just for being
alive with at least one leader. For every unit you have of rank 2 you will
get an additional 5 MP's per turn. MP's are used for moving and attacking.
A unit of speed 3 will use 1 MP every time it moves, whereas a unit of speed
1 will use up 3 (hence the equation 4-speed=cost). Attacking always requires
2 MP's. Watch how you use them! They go FAST!
You will want to note that the computer beeps when you try to do something
illegal (such as try to keep moving without enough MP's, or try attacking
without enough MP's, or try moving over impassible terrain, etc..).
Each unit may only make 2 attacks per turn. Also, even if your range is
greater than 1, you must still get within a distance of 1 to attack a unit
of rank 1. You will also want to note that rough terrain causes the cost of
movement to double. If you can't move a unit to the desired location, it
is due to lack of MP's, or there is something in the way (such as another
unit, or impassible terrain).
There are some simple on-screen instructions in the upper-right corner.
A lot can be done with the mouse, but movement will always be done using the
cursor-keys. Most commands can be selected by either pressing the key of
the first letter of the word, or by clicking on it with the mouse. "Quit"
and "Skip" are an exception. They must be done from the keyboard. They will
work in most places. Occasionally those two commands won't work (like if you
are presently moving a unit), but most of the time they will work. QUIT
quits the game, and SKIP ends your turn.

Occasionally you may be confused by what the computer won't allow you to
do. Sometimes you will try to move and it won't let you. Well, it all falls
under the rules, it's simply a matter of figuring out which one. If you can't
move, it's because you are either trying to move where you can't (impassible
terrain, or there is another unit there, be it enemy or friendly), or you
don't have enough MP's. Remember, the cost of moving double if you are
presently moving from a place that is rough terriain. So if you try to move
a cannon through woods it will cost 6 MP's for each move!




USING THE GAME:

The game is run with the following syntax:
STRATEGY

There will often be batch-files included with the various scenarios for
your convenience. Just type the name of the batch file at the DOS prompt,
and the game will automatically load. To see a list of the batch files just
type "DIR *.BAT", likewise you can type "DIR *.SCN" to see a list of
the scenarios.

To make a new scenario, you should probably only edit the old ones but
save them under new file names (so as not to lose the old ones). You can
change the file names listed in the scenario to load a new map or new icons.
As far as the locations of the units, well, here goes...
In the scenario pack there is a section that begins with the number 4,
and ends with a 0. This is where all the units are defined. Each unit takes
up two lines. The first line is the type of the unit (for instance, if you
are using the ships from the naval thing, and put a 1, you get an aircraft
carrier). The second line has the locations for the units. Here is the
format: X1 Y1 X2 Y2
Where x1,y1 is the location for that unit for player 1, and
x2,y2 is the location for that unit for player 2.

Here is a sample:
4 (to start the unit definitions)
1 (unit type one)
1 20 40 20 (units are at center of left and right sides)
0 (to end the unit definitions)

In such a scenario, each player would only have one unit. And if that unit
is not a leader, that means (of course) they don't have ANY leaders, and
the game is over. You must make sure both players have at least one leader
each. If you were to use this with the naval scenario, each player would
have one aircraft carrier.

All of the scenario file segments are discussed in detail in appendix A.

In the scenario files, it should be pretty easy to discover which parts
of it load the map and icon files.

Note that if the game seems to not want to run, and there is a file called
STRATEGY.REG, delete it. It may start working. But only do that if you are
sure it's not the scenario that you're trying to run that's causing it.
Also, if worst comes to worst you can always delete everything and re-unzip
the original zip-package. The data files and so forth that come with version
2.0 and forward are different than the ones that came in pre-2.0 packs. You
must use EITHER ALL the new ones OR ALL the old ones. They cannot be mixed.


NOTICE:

This program is being distributed on the "shareware" concept. It is by
no means completely free. If you think the program is of use to you, or you
use it somewhat regularly, or you use it over a decent period of time, then
please send a registration fee of $8 (price is dropping). If you think that
is rediculous, then send less (or more for that matter). If you hate the
program or found too many bugs, write me and tell me, and include a graphic
explanation (but don't be too harsh!! Heheheh). In any event, write to:

Ed T. Toton III
7101 Talisman Lane
Columbia Md 21045


And WHY should you register it?
1. To support my continuing efforts to bring you some level of
functional programs. If I get no cash, you get no improvements
in these programs, and I won't be encouraged to make new and
better software!
2. To get that warm glow for knowing that you supported the author
of at least one of the many shareware programs you probably use.
3. To find out if there is a newer version. All you need to do is
ask! But letters with money take priority!
4. You could be sick and demented and thus register everything you
get your hands on.
5. You can save your games!!
6. To stop your Num-lock, Scroll-lock, and Caps-lock from blinking
throughout your game! (it's a little reminder while you play).
7. It's a copyright infringement not to if you use this program
with any level of regularity, or over a period of time greater
than a week! (but that's only a law, right? I hate guilt tactics)


DISCLAIMER:

This program is provided "AS IS" and I make no gauruntees about it's
performance. I will not be and can not be held responsible for any damages
incurred during it's use. It's on a "use at your own risk" basis. Nothing
at all should happen, the program is harmless, but I have to say it anyway.
This program is not here to support the concept of war. It simply provides
war as a topic for a fun strategic game.



COPYRIGHT:

This program may be freely distributed (which is actually encouraged)
AS IS. No one may modify this program in ANY way. ESPECIALLY where names
and credit is given, and INCLUDING all the documentation and data files.
It may NOT be used for comercial or profit-turning ventures of any kind,
including sale by disk vendors, without the written consent by ME, with
ONE exception. Disk vendors MAY sell it without my written consent ONLY
if they charge no more than $5 higher then the cost of the disk, AND they
register it first. NOTHING may be added to it either. NO BBS ads are
allowed EXCEPT as zip comments, or as a single SEPERATE text file.


CHANGES:

v1.1 -Now the file contains the BGI file needed to initialize graphics!
Thank goodness only one copy of version 1.0 got out.

v1.2 -You can save your games (if you are a registered user of this
game).
-Also, there are some added features such as you can
toggle the sound, and it prompts you with "Are you sure?" when
you try to quit the game or skip your turn.
-Several miscellanious bugs that probably no one noticed, but
never the less needed to be fixed.
-On some systems the mouse wouldn't initialize properly and thus
wouldn't be able to move over the entire screen. Fixed.

v1.3 -Some odd bugs were fixed. Again, mostly unnoticeable. Major ones
however; older versions would occasionally use up memory until
there was no more to use, which would lock up the system. It all
depended upon how often you used things that called up the
'windows', such as saving the game. Fixed.
-New chart added. That chart you see on the title screen can now be
accessed during the game, to registered users of StratSys only.
-That annoying little beep that you would hear everytime you exited
one of those 'windows' from the main menu ("select a unit" thing)
has been removed. I never intended for it to do it in the
firstplace, and it is now gone.

v1.4 -A REALLY stupid error has been corrected. If the game was
unregistered and you attempted to view the chart, after you exited
the window that told you that you couldn't do it, the window would
remain on the screen (and thus blocking your view to the map). That
has been fixed.

v1.5 -Due to a silly mistake, v1.4 would not allow you to click on
anything on some systems. This has been fixed.

v2.0 -Apparently not all sound was shut off when you would turn the
sound off. You would still hear the attack sound effects. Fixed.
-Some more minor bugs have been cleaned up. (including removing
more of those annoying little beeps that would occur when you
close a window).
-Some of the file formats have been changed. You can still use the
old ones, but the new ones will be the standard from now on.
The DAT files for background and units used to be incompatable
with one-another. This is no longer true. They can be interchanged.
But now a UNT file is used in the scenarios.
-I have now included an image-editor you can use to edit or create
icons and maps.
-As I have done several times before, more felxibility has been
added to the scenario options, Including keyboard blinkies,
palette changing, window colors, seperate file loads for UNT and
DAT files for the two seperate teams, and of course UNT files.
-Documentaion (this file!) now includes appendices with which
you can understand and make scenario files!!
-Game files (MAP & DAT files to be specific) have been saved in
a more compact way. They are still in the same format and can
be used by previous versions of this game, but only take 3 to 5
kilobytes now as opposed to the 9 used previously.
-New keyboard blinkies for you unregistered people!! (of course
it doesn't do much if you don't have keyboard LED's).



FINAL NOTE:

If you have any questions, concerns, suggestions, criticisms, donations,
remarks, praise, or opinions, please write! I WANT TO HEAR FROM YOU!!
(the address is listed above). Also, PLEASE write me if you spot any bugs.
It might still have a few. I fixed all the ones I could find, but I may
have overlooked something. Also, if you think you can write better
documentation (it's not one of my strong points), please go ahead and do
it, then send it to me. If I like it I'll put it in and give you the credit
and free registration!

And also- please feel free to distribute any scenarios, icons, or
utilities you come up with that are designed for use with this program.
If you are to design utilities (best of luck to ya!), I require that you
send me a copy, but that is all. If you design something for use with this
game, and you send it to me (be it scenario or whatever), and I like it,
I may give you free registration (the keyword being 'may', for I make no
garauntees, and it will only happen if somebody out there DOES register.
however, if it's a utility that I think is worth it, you WILL get free
registration). But at anyrate, enjoy!


Ed T. Toton III
"Necromancer"
-1992



----------------------------------------------------------------------------

APPENDIX A:

Scenario file formats.

Scenario files are like scripts. The program reads along through the
scenario file and does what the file tells it to. The instrictions are
given in numerical format. It will read a line, and depending on what number
it is, it will do whatever it is supposed to (which may include reading the
next few lines to get some data). This appendix explains what each number
code does, and what data must be given with it. If you include the wrong
number of lines in the file, or leave out something, or put extra data, the
game will crash. It's VERY picky about the scenario files, so a great deal of
care is necessary to create a scenario. There should be no blank lines in
the SCN (scenario) file.

IMPORTANT NOTE!!!!!- The first line of ANY scenario MUST be the name of that
scenario!!! No exceptions!!!

The code descriptions will be in the following format:

# [function]

description,
data,
example.


Anything in angle brackets (<,>) represents putting what the words inside
imply (whatever).. and stuff in square brackets ([,]) are comments.

- - - - - - - - - - - - - - - -

1 Read in map file.

This code tells StratSys to read it's map from the file-name given. There
should only be one of these in the SCN file. Multiple ones will not hurt,
but whichever one came last is the one used.

format:
1


example:
1
mymap.map



- - - - - - - - - - - - - - - -

2 Read in background icon file.

This code tells StratSys to read it's background icons from the file-name
given. There should only be one of these in the SCN file. Multiple ones can
theoretically eat up memory and lock up the system.

format:
2


example:
2
mystuff.dat



- - - - - - - - - - - - - - - -

3 Read in unit icon file. (old format)

This code tells StratSys to read it's unit icons from the file-name given.
There should only be one of these in the SCN file. Multiple ones can
theoretically eat up memory and lock up the system.

format:
3


example:
3
myguys.dat


Note that the files that came in this zip package will not work
with this command. The only files in existance at the time of this
writing with which this command will work are the files that came with
pre-2.0 StratSys and with Library Set 1.


- - - - - - - - - - - - - - - -

4 Read in unit placement.

This code tells StratSys to read in the unit placement. For every listing
given, a unit will be added to both teams. After the '4' is read, StratSys
will keep reading in units until a 0 is encountered. There is no problem
with having multiples of these. But keep in mind that the limit is 100 units
per team.

format:
4

.
.
.

0

unit format:

x1 y1 x2 y2 [x1,y1 is location for player 1 unit,
x2,y2 is location for player 2 unit]


example:
4 [start reading ]
1 [add a type 1 unit ]
1 1 40 40 [player 1: 1,1 player 2: 40,40 ]
5 [add a type 5 unit ]
1 20 40 20 [player 1: 1,20 player 2: 40,20 ]
3 [add a type 3 unit ]
13 13 20 20 [player 1: 13,13 player 2: 20,20 ]
0 [end reading ]



- - - - - - - - - - - - - - - -

5 Read in player 2 unit placement.

This code tells StratSys to read in the unit placement. For every listing
given, a unit will be added to both teams. After the '5' is read, StratSys
will keep reading in units until a 0 is encountered. There is no problem
with having multiples of these. But keep in mind that the limit is 100 units
per team.

format:
5

.
.
.

0

unit format:

x y


example:
5 [start reading ]
1 [add a type 1 unit ]
1 1 [player 2: 1,1 ]
5 [add a type 5 unit ]
1 20 [player 2: 1,20 ]
3 [add a type 3 unit ]
13 13 [player 2: 13,13 ]
0 [end reading ]



- - - - - - - - - - - - - - - -

6 Read in player 1 unit placement.

This code tells StratSys to read in the unit placement. For every listing
given, a unit will be added to both teams. After the '6' is read, StratSys
will keep reading in units until a 0 is encountered. There is no problem
with having multiples of these. But keep in mind that the limit is 100 units
per team.

format:
6

.
.
.

0

unit format:

x y


example:
5 [start reading ]
1 [add a type 1 unit ]
1 1 [player 1: 1,1 ]
5 [add a type 5 unit ]
1 20 [player 1: 1,20 ]
3 [add a type 3 unit ]
13 13 [player 1: 13,13 ]
0 [end reading ]



- - - - - - - - - - - - - - - -

7 Change unit icon colors.

This code tells StratSys to change the colors in the unit icons. You
can define up to 20 of these. Note that they will only have an effect if they
are found in the SCN file BEFORE the code 3 (to load the icons). Also note
that if you DO do that, they WILL take effect if you save your game and
then re-load the save-game. To see a list of the color codes, see appendix B.
Also note that it will change them in the order you specify them. If you
tell it to change blue to green, then tell it to change whit to blue, you
will have both green and blue, however if you do it in the other order,
what used to be white will become blue and then in turn be turned to green.

format:
7



example:
7
1 [take dark blue,]
15 [change to white]



- - - - - - - - - - - - - - - -

8 Read in unit icon file. (new format)

This code tells StratSys to read it's unit icons from the file-name given.
There should only be one of these in the SCN file. Multiple ones can
theoretically eat up memory and lock up the system.

format:
8


example:
8
myguys.dat


The files that came in this zip package, and all that will be created for
Library Sets after set 1 will be in this format.




- - - - - - - - - - - - - - - -

9 Toggle flip.

This code tells StratSys to toggle it's present setting for the
flip-option. Most scenarios are set up to have player one's icons facing
right, and player two's facing left. Thus the flip option (which flips the
icons around for player 2) defaults to ON. Whenever StratSys reads a '9', it
toggles this setting. The chess games in Library Set 1 are a good example
of the use of this command.

format:
9

example:
9



- - - - - - - - - - - - - - - -

10 Read in unit stats file. (StratSys 2.0+ format)

This code tells StratSys to read it's unit stats from the file-name given.
There should only be one of these in the SCN file. Multiple ones can't hurt.
But as with maps, if multiple ones are specified, it will use the last one.

format:
10


example:
10
myguys.unt



- - - - - - - - - - - - - - - -

11 Change palette.

This code tells StratSys to change the palette for the whole game. You
can define up to 20 of these. Note that they will have an effect wherever
they are found in the SCN file. Everything will be changed. Foreground,
background, menus, windows, etc. Each change is independant of each other,
and order of declaration has no specific effect. A change in color is
dependant upon the original color, not the present one (as in code 7).

format:
11


The new color is made up of components of the three primary colors, red
green, and blue. Each component can be in the range of 0 (off) to 63 (full).

Please note that not all the colors can be changed on some systems
(including mine). I have no idea why, but I just thought I'd inform you.



example:
11
1 63 63 63 [Take what used to be dark blue and make it white]


- - - - - - - - - - - - - - - -

12 Turn-on Keyboard-Blinkies.

This code tells StratSys to make the Caps-Lock, Num-lock, and Scroll-lock
blink even if you have the game registered. Don't ask why this is here..

format:
12

example:
12 [real hard to use, ain't it?]



- - - - - - - - - - - - - - - -

13 Define window-colors.

This code will instruct StratSys to read in three numbers for colors for
pop-up windows. For a list of the color codes see appendix B.


format:
13




example:
13 [start color definitions, the following are the default values]
15 [white text ]
1 [blue background ]
4 [red border ]



- - - - - - - - - - - - - - - -

14 Read in unit icon file for team 1. (new format)

This code tells StratSys to read it's unit icons from the file-name given.
There should only be one of these in the SCN file. Multiple ones can
theoretically eat up memory and lock up the system.

Note- it loads Icons for team 1 only... if you use this you will need a
code 15 or 19 in the file as well.

format:
14


example:
14
myguys.dat




- - - - - - - - - - - - - - - -

15 Read in unit icon file for team 2. (new format)

This code tells StratSys to read it's unit icons from the file-name given.
There should only be one of these in the SCN file. Multiple ones can
theoretically eat up memory and lock up the system.

Note- it loads Icons for team 2 only... if you use this you will need a
code 14 or 18 in the file as well.

format:
15


example:
15
myguys.dat




- - - - - - - - - - - - - - - -

16 Read in unit stats file for player 1. (StratSys 2.0+ format)

This code tells StratSys to read it's unit stats from the file-name given.
There should only be one of these in the SCN file. Multiple ones can't hurt.
But as with maps, if multiple ones are specified, it will use the last one.
If you combine this with code 10, and then you save your game, it may come
out different (in other words use the one from code 10), although it will
probably use this one.

Note- it loads unit stats for team 1 only... if you use this you will need
a code 17 in the file as well.


format:
16


example:
16
myguys.unt



- - - - - - - - - - - - - - - -

17 Read in unit stats file for player 2. (StratSys 2.0+ format)

This code tells StratSys to read it's unit stats from the file-name given.
There should only be one of these in the SCN file. Multiple ones can't hurt.
But as with maps, if multiple ones are specified, it will use the last one.
If you combine this with code 10, and then you save your game, it may come
out different (in other words use the one from code 10), although it will
probably use this one.

Note- it loads unit stats for team 2 only... if you use this you will need
a code 16 in the file as well.

format:
17


example:
17
myguys.unt



- - - - - - - - - - - - - - - -

18 Read in unit icon file for team 1 with flip. (new format)

This code tells StratSys to read it's unit icons from the file-name given.
There should only be one of these in the SCN file. Multiple ones can
theoretically eat up memory and lock up the system.

Note- it loads Icons for team 1 only... if you use this you will need a
code 15 or 19 in the file as well.

Also note that this flips the images as a code 8 would automatically do for
player two. This means the images will become their own mirror-images, and
the green colors will be changed to the reds.

format:
18


example:
18
myguys.dat




- - - - - - - - - - - - - - - -

19 Read in unit icon file for team 2 with flip. (new format)

This code tells StratSys to read it's unit icons from the file-name given.
There should only be one of these in the SCN file. Multiple ones can
theoretically eat up memory and lock up the system.

Note- it loads Icons for team 2 only... if you use this you will need a
code 14 or 18 in the file as well.

Also note that this flips the images as a code 8 would automatically do for
player two. This means the images will become their own mirror-images, and
the green colors will be changed to the reds.

format:
19


example:
19
myguys.dat






----------------------------------------------------------------------------


APPENDIX B:

Color codes:

code name
0 black
1 dk blue
2 dk green
3 dk cyan
4 dk red
5 dk magenta
6 brown
7 lt grey
8 dk grey
9 lt blue
10 lt green
11 lt cyan
12 lt red
13 lt magenta
14 yellow
15 white





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