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

       crimson - a hex-based tactical combat game

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

       crimson {--help | --version}

       Crimson Fields is a tactical war	game in	the tradition of the popular
       Battle Isle. Two	players	command	a number of units on a map of
       hexagons, trying	to accomplish mission objectives ranging from
       defending important locations 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.

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

       --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 computer	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

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

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

	   Print a usage message on standard output and	exit.

	   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.

       The once	peaceful planet	Nexus has been invaded by beings calling
       themselves the Empire of	Kand who are determined	to conquer Nexus or
       destroy it completely. The public unrest	has become violent as the
       people attempt revolution 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 factions 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
       default 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
       campaigns consist of a number of	maps which must	be played (and won) in
       sequence. Each map that you advance to during a campaign	will also be
       unlocked	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
       selected	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 sometimes 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 players usually have different and conflicting goals, each
       player gets his own briefing session at the beginning of	his first

       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 "Experience" 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	section	called "CRYSTALS" for
       details). Shops may occupy several fields, but they only	have a single
       entrance, which is marked by the	colour of the respective owner.
       Buildings with a	white entrance are neutral and not controlled by any

       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

       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.
       Unshaded	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 possible 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...

       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
       action. 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
       attempts	to cross a hex between two hostile units or one	hostile	unit
       and inaccessible	terrain	will be	stopped	immediately after passing

       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.

       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 assigned a probability	for evading an attack
       which is	then modified by experience, terrain effects and blocking. If
       a unit scores a hit it will increase 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 casualties on both sides.

       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.

       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 defender	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

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

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

       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.

       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	factory. Next to each unit type	is the amount
       of crystals that	will be	consumed. Newly	built units can	only move on
       your next turn.

       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.

       If Crimson Fields is played in play-by-e-mail mode, the game will
       automatically 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!


       cfed(6),	bi2cf(6)

       Copyright (C) 2000-2007 Jens Granseuer

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

       Jens Granseuer <>

	1. GNU General Public License

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


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