Section: Games and Demos (6)
Updated: May 2001Index
xscorch - Annihilate enemy tanks using overpowered guns.This manpage agrees with version 0.1.13 of xscorch.
SYNOPSISxscorchxscorch [options]xscorch --help
Xscorch is a clone of the classic DOS game, "ScorchedEarth". The basic goal is to annihilate enemy tanks usingoverpowered guns :). Basically, you buy weapons, you targetthe enemy by adjusting the angle of your turret and firingpower, and you hope to destroy their tank before they destroyyours.
First, fiddle with the options in the main menu. There area number of options which are described below, which may makethe game easier or harder. The default options make for areasonable level of gameplay. Most of the game configurationis controlled from the user interface, although there are afew command-line options which are mentioned below.Once you are ready to begina new game, you might want to Save Options
to save yourconfiguration, then select Begin Game
to start a newgame.Gameplay is divided up into several rounds. Each roundconsists of two parts: the Inventory
phase and theBattle
phase. In the Inventory phase, you can buyweapons to shoot at your opponents, and accessories tohelp defend your tank. See the Inventory section belowfor information on the weapons and accessories you may buy.In the Battle phase, you setup defenses, choose a weapon,aim and fire at your opponents. See the section on Battlebelow, for more information.
The player has the option to buy weapons and accessoriesto make the game more interesting. Weapons are just that:an assortment of missiles, including ICBM-like warheads,napalm, lasers, and a number of custom weapons to bringdown specific defenses. Accessories are methods to makegameplay easier for the player and increase their chanceof survival, with guidance systems, shields, fuel, batteries,and other odds-and-ends.At the beginning of a round, each player is given anopportunity to buy or sell weapons and accessories. Each playermay have up to 99 of any item in their inventory. A few weaponshave an infinite supply (for example, Baby Missiles) - theseweapons cannot be purchased.Weapons andaccessories are sold in bundles; the price for the bundleis displayed in the inventory, and you must buy items asa complete bundle. The exception to this is when a playerattempts to buy more of an item than their inventory canhold; in this case, the bundle will be broken and the weaponsare sold on an individual basis, with a small markup applied.Weapons and accessories may also be sold from a player'sinventory. Again, items are generally sold as a bundle.The player will receive a reduced amount of money for thesale - hey, the middleman has to make money somewhere :)In the Inventory screen, two panelsare displayed, listing the weapons and accessories thatare available. The Tab
key will switch between the variouspanes. Up Arrow
and Down Arrow
will allow the player toscroll through the list of items, Right Arrow
will buy a bundle, and Left Arrow
will sella bundle of the currently highlighted item.For each item,the name
, bundle size
, andcurrent inventory
are displayed.Items which can neither be bought or sold will appear darkened.If the player has maxed their inventory for that item, or theycannot afford to purchase the item, or the item has a higherarms level
than the player is allowed, then the item cannotbe purchased.Items which can be bought will appear with an arrow pointing to the right, and items which can be sold will appear with anarrow pointing to the left.The items that are available are listed in the next two sections.
This list will be added once the weapons list is reasonably stable.
This list will be added once the accessories list is reasonably stable.
This overview is sadly, incomplete.
- Left, Right
- Change the turret angle. This will adjust the turret angle in increments of 5 degrees.For finer control, hold Shift to adjust the angle in increments of 1 degree.
- Up, Down
- Change the firing power, in the range of 0 to 1000. This will adjust the firing powerin increments of 20. For finer control, hold Shift to adjust the firing powerin increments of 1.
- Select the next weapon available in your inventory.
- Select the previous weapon available in your inventory.
- B, b
- Activate a battery. A single battery can restore 5% of damage done to yourtank, and therefore restore the maximum firing power by 5% when you are damaged.You must have a battery to discharge in your inventory to excercise this option.
- E, e
- Activate or energize the currently selected shields.
- F, f
- Activate your fuel tanks. A window will be displayed, indicating the amount offuel you have available. As long as you have fuel, you may use the Left andRight arrows to move one unit to the left or right, respectively. In general,you cannot move your tank up a steep hill. Immobile tanks will not be able to excercise this option.
- R, r
- Force a redraw of the screen.
- S, s
- Toggle the currently selected shields. The currently selected shields are theshields which will be used when you Energize. Shields are classified by apower number with a type suffix: M for magnetic shielding, F for forceshielding, and S for your standard, run-of-the-mill shields. If no shieldsare available, 0S is displayed.
- T, t
- Toggle contact triggers on/off. This is only meaningful if you actually havesome contact triggers of course, and when tunneling is enabled. Weapons that arefired after this point will have contact triggers equipped (until you run out).
- 0 - 9
- Display information about a particular player. 1 gives information aboutPlayer 1, and 0 gives information about Player 10.
- Accept your orders.
- Bring up the System Menu (this can also be accessed from the menus). You cancontrol certain graphics options from the system menu, clear the screen of smoketrails, and end a round prematurely.
- Pauses the game.
- Resign from the game. This will end the game for everyone. You will be askedto confirm the resignation.
The system menu gives you some control over the game while it is in progress.In this menu, you will have options to change how the game is displayed (e.g.the Graphics Fast
option described below). You also have access to afew useful commands, described below.
- Mass Kill
- Kills everyone still alive in the round. No player gets credit for thekills, and none are considered a suicide. This option is useful if allhuman players have already been eliminated from the game, but the AIplayers are making no progress whatsoever in annihilating each other.This option ends the current round only.
- Erase Smoke
- If you have used smoke tracers or have Trace Paths enabled, thenthis option will clear all smoke trails from the sky.
- Resign Game
- Resigns from the current round and all remaining rounds. This optionends the entire game, and will take you back to the intro screen.
- Sound Setup
- Takes you to the Sound Options window.
- The humans believe they are the superior mind. The AI's rather disagree withthat sentiment. Keep this in mind when you are wondering why 9 AI's would wantto simultaneously target your tank...
- This AI fires at random. Of all the AI's, this one has by far the highest suiciderate. An alternate name is ``Cannon Fodder''.
- This AI goes for targets it has a line-of-sight to. It's not a great player otherwise.This AI buys weapons that have the best economical yield, but during the game it will select weapons which have the highest yield.
- This AI is similar to the Shooter, except a Spreader buys weapons with the highest yield,without regard for the price.
- This AI chooses a victim. Once chosen, the victim is attacked until they are dead, orthe Chooser loses the ability to reach the victim. This AI does not need line-of-sight,but fortunately it cannot compensate for wind.
- This AI is like Chooser, except a Calculater can compensate for the wind. These guys arefairly deadly in a fight; they also tend to allocate large budgets to defense and offense.
- This AI goes for weapons that will cause as much damage as possible, without much regardfor individual victims. This AI prefers spread weapons to the more focused, precisionweapons. A few Annihilaters can clear the terrain easily. These AI's don't worry aboutdefenses too much. With their destructive tendency, they won't survive long anyway -but neither will anyone else.
- No one knows what this AI thinks...
- This selects one of the above AI's at random, but you will not be informed whichAI was selected.
- Number of Players (integer, 2-10)
- Set the number of players participating in the game.
- Number of Rounds (integer, >= 1)
- Set the number of rounds to play for this game.
- AI Type (list)
- Select the AI type. Human players are ``Human''; the remaining AI'sare documented above.
- Player Name (string)
- Give a unique name for each player.
- Tank Style (list)
- Select the type/shape of the tank, for each player.Economics:
- Interest Rate (float, 0-0.30)
- Interest rate for savings, compounded once per round.
- Dynamic Interest (toggle)
- If enabled, interest rates will change during the game.
- Initial Cash (integer, 0-1000000)
- Amount of money each player should start with.
- AIs Can Buy (toggle)
- If enabled, computers are permitted to buy items. The AI's are very uninteresting if this option is turned off.
- AIs Buy Aggressively (toggle)
- If the previous option is enabled, the AI's will buy itemsconservatively. With this option, the AI's will allocatelarger budgets and buy bigger items early in the game.
- Free Market (toggle)
- Scoring (list)
- Specify how scoring works, selecting from Basic, Standard, Greedy,or possibly other methods defined in the configuration file:
- Players only receive money for kills and survival.
- Players receive less money for kills and survival, but they willalso receive money for damaging an opponent.
- Players are paid as in Standard scoring, but with bonuses forunused inventory at the end of the round.
- The Lottery (toggle)
- If the lottery is enabled, there will be a random drawing at the start ofeach round. A random player will receive a bundle of a random weapon forfree as the lottery award. This is a great way to inject a little extralife into AIs who are usually conservative buyers. Plus it's always greatfun when you get a free Annihilator...Physics:
- Air Viscosity (float)
- Gravity (float, 0-10)
- Specify the gravity, in pixels per cycle squared (one cycle is roughly 50 milliseconds).
- Ground Damping (float, 0-10)
- Specify the ground damping, used in tunnelling calculations.
- Maximum Wind Speed (float, 0-10)
- Specify the maximum wind speed, in pixels per cycle squared.The actual wind velocity is initialised once per round, tosome value in (-max, max).
- Wind is Dynamic (toggle)
- Normally the wind remains constant through a round.If this is enabled, the wind will change once per turn.
- Suspend Dirt (percentage)
- Tanks Fall (percentage)
- Borders Extend (integer, >= 0)
- This specifies how far off-screen weapons should be tracked,when you are playing with no walls. When this value iszero, weapons will disappear as soon as they leave the screen in the horizontal direction, even if wind would havebrought them back on-screen.
- Walls Are (list)
- Specify how weapons behave when they hit a boundary. Note,the ground is always ``concrete'' -- this specifies how the sidesand ceiling behave:
- The sides and ceiling are open.
- All sides are solid. Weapons hitting any boundary will explode.
- Weapons hitting the sides and ceiling will bounce off, although at a reduced velocity.
- Weapons hitting the boundary will bounce off at exactly the samevelocity.
- Weapons hitting the boundary will bounce off with an additional``kick'' to the velocity.
- The ceiling is open. Weapons going off one side will reappearon the opposite side. Explosions will also wrap around the screen if they detonate near an edge.
- One of the above types of walls are selected at random.
- Sky (list)
- Specify the background sky.
- Hostile Environment (toggle)
- Land Generator (list)
- Specify the generator to use to create the land.
- Bumpiness (percentage)
- Specify the noise on the generated landscape.Weapons:
- Arms Level (integer, 0-4)
- Specify the maximum arms level for the game. Only weaponswith this arms level or lower may be purchased by any player,under normal circumstances.
- Bomb Icon Size (integer, 0-4)
- Specify the size of the bomb icons, while they are traversingtheir path in the sky. This does not affect the size of explosions,or the size of the smoke paths (if trace paths is on).
- Tunneling (toggle)
- If set, weapons are allowed to tunnel through land. If you enablethis, you will want to buy contact triggers if you want a particularweapon to always detonate on impact (instead of tunneling throughland).
- Scaling (float)
- Scale the size of explosions by this value. If playing on a verylarge or very small playing field, you might want to adjust this value.
- Trace Paths (toggle)
- If enabled, all weapons leave a smoke trail to reveal their trajectory.If this option is off, you can still use Smoke Tracers to determinethe path a weapon will take.
- Useless Items (toggle)
- Some weapons are not useful given the current configuration (e.g.contact triggers are irrelevant if tunneling is disabled). If thisoption is enabled, then weapons which will have no effect are notlisted in the inventory screens.Graphics:
- Screen Width (integer)
- Set the width of the playing field, in pixels.
- Screen Height (integer)
- Set the height of the playing field, in pixels.
- Dithering (toggle)
- If enabled, the land and sky gradients will be dithered. This optionis particularly useful on 16-bit displays, where the gradient isvery noticable otherwise. This does slow down land generation somewhat.
- Animation (toggle)
- If enabled, explosions and other effects will be animated. This optioncan also be controlled from the System Menu.
- Graphics Are Fast (toggle)
- If enabled, all graphics are always as fast as possible. This optioncan also be controlled from the System Menu.
- Computers Are Fast (toggle)
- If enabled, graphics are fast when there only computer players are alive.This option can also be controlled from the System Menu.Gameplay Options:
- Mode (list)
- Determines if all players will fire at once (Synchronous), orwhether each player will fire independently (Sequential).
- Teams (list)
- Order (list)
- Determines the player order.
- Talk Mode (list)
- Determines who is allowed to talk.
- Talk Probability (percentage)
- Determines the likelihood that a player will speak at the end of a turn.
- Extended Status (toggle)
- If set, the status bar will contain an additional row of extended informationduring the game (things such as trigger and battery inventories, life, wind).
- Tooltips (toggle)
- If set, tooltips will be displayed where available.AI Controller:
- Human Target Practice (toggle)
- AI's will always prefer human targets to AI targets (except for AI's that fire at random). When playing against 9 Calculators, this canmake your day pretty lousy.
- Allow Offset Targetting (toggle)
- Generally, when a weapon hits ashield it does less damage than an explosion detonatingright outside the shield (weapons hitting the shield donot have a chance to detonate). This changes the AI targetting behaviour so they will deliberately aim outsidethe shield, if their intended victim has raised shields.
- Always Offset (toggle)
- If the above option is set, this option will force theAI to always offset its targetting as if the player hadraised shields. This allows the AI to compensate forcases where the player may simply not have had theirturn yet to raise shields. The downside is the AI willnever attempt to score a direct hit with this option enabled.
- Enable Scan Refinement (toggle)
- If set, harder AIs are allowed to refine their trajectoriesby computing trajectories that take into account player shielding effect and various other factors they do notnormally consider. This option could slow down gameplaya bit but makes the AIs much more difficult.
- No Budget Constraints (toggle)
- AI's will spend as much money asthey can, disregarding their budget preferences.Sound Setup:
- Enable Sound (toggle)
- When set, music and sound effects will be played.
- Use HQ Mixer (toggle)
- When set, mikmod's high-quality mixer will be used.
- Display a brief synopsis of the command-line options available.
- This is insanity, Max! Or what if it's genius?
- Display weapon yields, and economical yields.
- Specify an initial window geometry for xscorch, wherew is the width and h is the height of the playing field. Useful for displays less than around800x600 resolution. Note this option overrides thesettings in the config file, but you can save the newoptions to your config file so you don't have to specifythis every time. You may also use -g.
- Load an alternate user config file, in file.
- Enable music and sound effects. You may also use -S.
- Disable music and sound effects. You may also use -s.
- Enable use of the high-quality mixer, if sound is enabled.This may use a lot of CPU power on older machines.
- Disable use of the high-quality mixer, if sound is enabled.
- Set the name of your player, if you are initiating a networkgame. By default, your user name is used.
- Set the port number to use in a network game. This optionis only relevant if you also specify --client or--server. The default is dependent on the protocolnumber, but is some large port number.
- Start xscorch in client mode, and connect to server(which should already be running). If --name and--port are not specified, reasonable defaults are used.
- Start xscorch in server mode, and wait for connections fromthe clients. --name may be used in conjunction tospecify the name of this player.
This is very unstable right now, and therefore is not documented.
- User's default configuration for xscorch.
- Copy of this manual page. This file is installed to your local share directory, and is used by the on-line help system.
- Copy of the GPL. This file is installed to your local share directory, and is used by the on-line help system.
- Profile bitmaps for the tanks, usually stored in the local share directory.
The xscorch home page at <http://www.xscorch.org/
>. There is alsoadditional documentation in the source distribution.
xscorch was written by Justin David Smith <justins(at)chaos2.org> and Jacob Luna Lundberg <jacob(at)chaos2.org>. (Please do not list these e-mail addresses on webpages, or list them in other packages, without contacting us first.)
This manual page written by Justin David Smith <justins(at)chaos2.org>.Copyright(c) 2001,2000 Justin David Smith.
- WEAPONS LIST
- ACCESSORIES LIST
- TANK CONTROLS
- SYSTEM MENU
- AI PLAYERS
- CONFIGURATION OPTIONS
- COMMAND-LINE OPTIONS
- NETWORK MODE
- SEE ALSO
This document was created byman2html,using the manual pages.