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Fix docs, change tokenValue to safer var name?
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@@ -1,18 +1,18 @@ | ||
INTRODUCTION | ||
============ | ||
MegaMek is a Java version of BattleTech that you can play with your friends | ||
MegaMek is a Java version of BattleTech that you can play with your friends | ||
over the internet. All rules from Total Warfare are | ||
implemented. Rules from Tactical Operations and Strategic Operations are | ||
constantly in the works, and many of those rules and weapons | ||
are already implemented. | ||
|
||
Players can create their own units, maps, and scenarios for use with MegaMek. | ||
MegaMek supports all unit types, from infantry, battlemechs, and vehicles, to | ||
aerospace fighters, dropships, and warships. Ground battles as well as space | ||
aerospace fighters, dropships, and warships. Ground battles as well as space | ||
battles can be played. | ||
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||
If you would like information about how to play the game, see the "PLAYING | ||
THE GAME" section, below. If you're having trouble getting MegaMek started, | ||
THE GAME" section, below. If you're having trouble getting MegaMek started, | ||
see the next section, "RUNNING MEGAMEK". | ||
|
||
For complete game rules, consult the Classic BattleTech rule books published | ||
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@@ -24,7 +24,7 @@ Operations, and Strategic Operations. | |
RUNNING MEGAMEK | ||
=============== | ||
Java programs run in their own environment, called a Virtual Machine or VM | ||
for short. These Java VMs are available on most systems from a variety of | ||
for short. These Java VMs are available on most systems from a variety of | ||
sources. Most modern systems have one installed by default. | ||
|
||
Windows users: To start MegaMek, run the MegaMek.exe file. If this fails | ||
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@@ -35,8 +35,8 @@ Other graphical OSes: Many other graphical OSes, such as MacOS and OSX, will | |
allow you to double-click the .jar file to run it. If this does not work, | ||
try running MegaMek from the command line. | ||
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||
Running MegaMek from the command line: To do this using Sun Java, or most | ||
other implementations, navigate to the directory containing the .jar file and | ||
Running MegaMek from the command line: To do this using Sun Java, or most | ||
other implementations, navigate to the directory containing the .jar file and | ||
run: | ||
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||
`java -jar MegaMek.jar` | ||
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@@ -72,7 +72,7 @@ This is the largely legacy Java implementation after Oracle open sourced the cod | |
http://www.oracle.com/technetwork/java/javase/downloads/index.html | ||
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||
**Mac OSX:** | ||
See this support article on the apple support website for | ||
See this support article on the apple support website for | ||
instructions: | ||
https://support.apple.com/en-us/HT204036. | ||
_Note: For advanced users, it is recommended you install java via | ||
|
@@ -95,7 +95,7 @@ MegaMek seems to react badly to this VM - it is not recommended. | |
CONNECTING | ||
========== | ||
MegaMek is a network game. One player hosts a game and the rest of the | ||
players connect. The connecting players can connect from anywhere with a | ||
players connect. The connecting players can connect from anywhere with a | ||
TCP/IP connection to the host, including the same computer (see hotseat, below.) | ||
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||
To host a game, press the "Host a New Game..." button in the main menu. Fill | ||
|
@@ -104,10 +104,10 @@ password for certain server commands (Type /help in the chat line to get a | |
list of server commands.) If you don't specify a password, anybody is allowed | ||
to reset the server or kick players, so be careful. | ||
|
||
Once the lobby screen comes up, other players can connect and the game can | ||
Once the lobby screen comes up, other players can connect and the game can | ||
begin. The other players will need to know the IP address of the host computer. | ||
There are several ways to determine your IP address. If you are on | ||
Windows 9x/ME, you can use the Run command on the start menu and enter | ||
There are several ways to determine your IP address. If you are on | ||
Windows 9x/ME, you can use the Run command on the start menu and enter | ||
`winipcfg`. On Windows 2000/NT/XP/Vista/7/8/10, you will need to open a command | ||
prompt and type `ipconfig`. As a last resort, there are some web pages, such as | ||
www.whatismyip.com that will try to detect your IP address, but if your internet | ||
|
@@ -116,7 +116,7 @@ service uses a proxy or firewall, these pages cannot accurately detect it. | |
To connect to a game, press the connect button on the main menu and fill in your | ||
player name and the host's IP address. | ||
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||
To play in a hotseat fashion, you can run the host and any number of other | ||
To play in a hotseat fashion, you can run the host and any number of other | ||
players on the same computer. First, launch and host a game. Then, launch | ||
another copy of the game for each connecting player, and in the "Server Address" | ||
field of the connect dialog, type `localhost`. Each player will need to switch | ||
|
@@ -125,12 +125,12 @@ to his/her copy of the game to play their turn. | |
To start a dedicated server, use the `-dedicated` command line switch. A | ||
dedicated server just runs the server, in the console, without a "host" player | ||
in the game. People, including yourself, can join it like a game with a host. | ||
The dedicated server reads the password and port options from the | ||
The dedicated server reads the password and port options from the | ||
`clientsettings.xml` file, or uses the default (no password and port 2346.) If you | ||
want the dedicated server to load a saved game, supply the filename after the | ||
`-dedicated` switch, like this: `-dedicated savedgame.sav`. To stop the server, | ||
you will need to tell the Java machine to halt execution, which is `CTRL + C` on | ||
most platforms. | ||
want the dedicated server to load a saved game, supply the filename at the end of | ||
`-dedicated` args, like this: `-dedicated savedgame.sav` or | ||
`-dedicated -port 2346 savedgame.sav`. To stop the server, you will need to tell the | ||
Java machine to halt execution, which is `CTRL + C` on most platforms. | ||
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||
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||
PLAYING THE GAME | ||
|
@@ -173,7 +173,7 @@ You need to use the "generated map settings" button to select what kind of terra | |
you want. | ||
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||
There is a set of settings with drop down list of choices. For most settings, you | ||
can pick "none", "low", "medium" or "high". Except for cities, where you pick a | ||
can pick "none", "low", "medium" or "high". Except for cities, where you pick a | ||
type of city instead. | ||
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||
**Theme** - leave blank for the default theme, or enter a theme supported by your tileset. | ||
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@@ -188,7 +188,7 @@ type of city instead. | |
**Roughs** - higher settings have more and larger rough patches | ||
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||
**Lakes** - works the same as woods, but deep water instead of heavy woods | ||
Swamps/Pavement/Ice/Rubble/Fortified all work like roughs. | ||
Swamps/Pavement/Ice/Rubble/Fortified all work like roughs. | ||
Fortified hexes are described in the MaxTech rulebook. | ||
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**River** - chance to have a river running across the map | ||
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@@ -204,11 +204,11 @@ Fortified hexes are described in the MaxTech rulebook. | |
**GRID** - vertical and horizontal roads divide the city into rectangular blocks. A pattern | ||
common in newer cities, especially in north america and asia. | ||
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**METRO** - a grid with roads forming a diagonal X from the centre as well. | ||
**METRO** - a grid with roads forming a diagonal X from the centre as well. | ||
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Water and swamp will affect the city plan, as the builders will have to make bridges to | ||
cross it or just give up and stop the road at the edge. | ||
Mountain tops (4+ height) are expensive to build on, so they will only build in the valleys. | ||
Mountain tops (4+ height) are expensive to build on, so they will only build in the valleys. | ||
Other terrain will just be bulldozed in the name of progress, though you may find a few | ||
hexes left between buildings. | ||
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@@ -232,36 +232,36 @@ the board, showing your unit's path to the target hex. The numbers in the | |
center represent how many movement points you will have to use to reach each | ||
hex. Cyan indicates walking, yellow running, and red jump movement. Dark grey | ||
sections of the path indicate where you have exceeded your movement capacity, | ||
or other illegal moves. You can drag the mouse to see movement options for | ||
or other illegal moves. You can drag the mouse to see movement options for | ||
several different hexes. Please note that you can change the colors used to | ||
display the movement points by editing `clientsettings.xml`; you may specify a | ||
color in RGB notation (e.g. 255 255 255 for white) or with any of the following | ||
text values: black, blue, cyan, darkgray, gray, green, lightgray, magenta, | ||
text values: black, blue, cyan, darkgray, gray, green, lightgray, magenta, | ||
orange, pink, red, white, or yellow. | ||
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Units can also be moved by using "waypoints." By clicking each hex between | ||
the unit's current location and destination, you can delineate the exact path | ||
Units can also be moved by using "waypoints." By clicking each hex between | ||
the unit's current location and destination, you can delineate the exact path | ||
to be taken. | ||
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Holding the `Shift` key while clicking on the map allows you to change the | ||
unit's facing without moving. Since you automatically change facing while | ||
unit's facing without moving. Since you automatically change facing while | ||
moving, this is best done at the end of any movement. | ||
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To move backwards, click the "Back Up" button before clicking a hex in the arc | ||
behind the unit. To jump, click the "Jump" button before the destination hex. | ||
Facing changes during jumps are free. | ||
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Prone units can change facing without getting up at the normal cost. To get up, | ||
Prone units can change facing without getting up at the normal cost. To get up, | ||
click the "Get Up" button, then the desired destination hex and/or facing. | ||
Facing changes performed immediately after getting up are free. To get up and | ||
back up, click "Get Up," then "Back Up," then the destination hex and/or | ||
Facing changes performed immediately after getting up are free. To get up and | ||
back up, click "Get Up," then "Back Up," then the destination hex and/or | ||
facing. You cannot get up and jump in the same turn. | ||
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Charging and death from above attacks are also declared during the movement | ||
Charging and death from above attacks are also declared during the movement | ||
phase. Click the "Charge" or "D.F.A." button and then click on the mech you | ||
wish to target. If the attack is valid, it will be sent to the server | ||
wish to target. If the attack is valid, it will be sent to the server | ||
immediately (but resolve during the physical attack phase.) If the program is | ||
not using the path you want for your attack, you may plot a path near the | ||
not using the path you want for your attack, you may plot a path near the | ||
target using the appropriate type of movement and then use the charge or dfa | ||
button to complete the attack. | ||
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@@ -281,13 +281,13 @@ Movement Phase can not move or fire for the rest of the turn. Swarming units | |
can not move off of their target Mek until they use the Stop Swarm action in | ||
the Weapons Fire Phase. | ||
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VTOLs and VTOL BA use the "go up" and "go down" buttons to change | ||
VTOLs and VTOL BA use the "go up" and "go down" buttons to change | ||
elevation (flight level). | ||
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Movement around structures (buildings/bridges) is a little more complicated, because | ||
of the different floors a unit can occupy. The "climb mode" button sets your current | ||
preference. "Go thru" means you prefer to go under bridges or through the walls of | ||
buildings, if there is a choice. "Climb up" means you prefer to climb on top of | ||
buildings, if there is a choice. "Climb up" means you prefer to climb on top of | ||
structures when possible. You can change mode multiple times during your movement, | ||
for example a stormcrow prime could use "climb up" to go over a heavy building to save | ||
MP, then change to "go thru" to pass a light building that won't support its weight. | ||
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@@ -310,15 +310,15 @@ showing the results of these rolls will be shown. | |
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### Weapons Fire Phase: | ||
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If you need to check the range and line of sight (LoS) between two hexes, | ||
there are two tools available for you to use; the LoS tool and the ruler | ||
If you need to check the range and line of sight (LoS) between two hexes, | ||
there are two tools available for you to use; the LoS tool and the ruler | ||
tool. To use the LoS tool, hold `CTRL` and click on the two hexes you want to | ||
check. The ruler tool works like the LoS tool, but uses the `ALT` key instead | ||
of the `CTRL` key. The ruler tool can also be used by middle-clicking the | ||
two hexes with a three-button mouse. Both tools will pop up a window that | ||
tells you what terrain is intervening and whether one or both hexes has | ||
partial cover. The ruler tool also draws the line of sight on the board | ||
so that you can see which hexes LoS passes through. | ||
partial cover. The ruler tool also draws the line of sight on the board | ||
so that you can see which hexes LoS passes through. | ||
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You can switch between 'Mech line of sight and non-'Mech line of sight in the | ||
"LoS Setting" panel, located under the "View" menu at the top of the screen. | ||
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@@ -328,29 +328,29 @@ they are in, whereas infantry and vehicles only take up the elevation level | |
of their hex. | ||
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The buttons at the bottom of the screen allow you to fire your weapons, | ||
switch to another unit, or commit to your currently declared fire. Again, | ||
switch to another unit, or commit to your currently declared fire. Again, | ||
you do not need to declare fire for your first selected unit first. | ||
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To target another unit, click on it on the board. Targeting information | ||
for your current weapon should appear in the mech display window. To fire | ||
your current weapon at the target, press the "Fire" button at the bottom of | ||
your current weapon at the target, press the "Fire" button at the bottom of | ||
the screen. To switch to another weapon, click on its name at the top of the | ||
mech display window. Spread your fire among multiple targets by repeating | ||
these steps using unassigned weapons. When all desired weapons have been | ||
mech display window. Spread your fire among multiple targets by repeating | ||
these steps using unassigned weapons. When all desired weapons have been | ||
assigned to a target, press the "Done" button at the bottom of the screen. | ||
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Note that fire is resolved in the order that it is declared, so if you feel | ||
that it is a good idea to fire weapons in a different order than they are | ||
Note that fire is resolved in the order that it is declared, so if you feel | ||
that it is a good idea to fire weapons in a different order than they are | ||
listed, go ahead. | ||
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Secondary facing changes (torso twists) are accomplished by holding `Shift` and | ||
clicking on the board. Your unit will attempt to change its secondary facing | ||
clicking on the board. Your unit will attempt to change its secondary facing | ||
in the direction specified. If you assign a weapon to a target and then | ||
attempt a facing change, the weapons fire will be canceled. | ||
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You can not switch to another unit after declaring some weapons fire. To | ||
You can not switch to another unit after declaring some weapons fire. To | ||
switch to another unit, first cancel all current fire by hitting the `Esc` key. | ||
When you hit the fire button for your last available weapon, all declared | ||
When you hit the fire button for your last available weapon, all declared | ||
fire will be committed. | ||
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An Anti-Mek trained infantry platoon or Battle Armor squad that is in the same | ||
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@@ -382,11 +382,11 @@ report. | |
### Physical Attacks Phase: | ||
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To declare a physical attack, select your target on the board and click the | ||
button corresponding to the attack you want to make. If a physical attack | ||
button corresponding to the attack you want to make. If a physical attack | ||
type is unavailable (or isn't programmed yet) the button will be greyed out. | ||
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Units ineligible to make physical attacks due to being out of range, having | ||
made weapons attacks, or for any other reason, will be skipped. If all units | ||
made weapons attacks, or for any other reason, will be skipped. If all units | ||
are ineligible, the entire phase will be skipped. | ||
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Prone Meks that are in the same hex as a vehicle can punch the vehicle, if | ||
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@@ -472,11 +472,11 @@ multiple mapsheets. | |
**Theme** - leave blank, or enter a theme supported by the tileset. | ||
grass, lunar, mars, snow are themes supported by the standard tileset. | ||
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**Elevation settings:** | ||
**Elevation settings:** | ||
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**Amount of elevation** - changes the "roughness" of the map, a low number | ||
will have less elevation changes than a high number | ||
Elevation range: height difference between the lowest and highest hex | ||
Elevation range: height difference between the lowest and highest hex | ||
on the map. Level 0 is set to the most common height. | ||
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**Probability of inverting** - % chance to make a sinkhole instead of a mountain. | ||
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@@ -500,7 +500,7 @@ scales up if you have a bigger map. | |
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**Probability for heavy woods/deep water** - % chance to place instead of light. | ||
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**River/road settings** - Probability is a % chance to have one on the map. If a road crosses water, | ||
**River/road settings** - Probability is a % chance to have one on the map. If a road crosses water, | ||
you'll get a bridge. | ||
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**Crater settings:** | ||
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@@ -532,29 +532,29 @@ modifier changes the "sea level" | |
**Drought** - water hexes are dried up, to shallower water, swamp or rough. Modifier | ||
changes the severity of the drought. | ||
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_**Special effects can be combined** - e.g. flood + drought = rocky shore, | ||
_**Special effects can be combined** - e.g. flood + drought = rocky shore, | ||
flood + frozen + high modifier = glacier_ | ||
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**City Settings:** | ||
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City type is the same as for the basic settings. | ||
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**City Blocks (0-) [16 default]** - higher numbers mean more roads on the map. | ||
**City Blocks (0-) [16 default]** - higher numbers mean more roads on the map. | ||
Scales with map size. | ||
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**CF min/max (1-150) [10-100 default]** - CF range for generated buildings. | ||
**CF min/max (1-150) [10-100 default]** - CF range for generated buildings. | ||
The CF determines the building type from the table in BMR. | ||
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**Floors min/max (1-50) [1-6 default]** - height range for generated buildings | ||
**Density (1-100) [75 default]** - % chance of a building in each hex where a | ||
building is possible. Also chance to try and build multi-hex buildings. | ||
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**Density (1-100) [75 default]** - % chance of a building in each hex where a | ||
building is possible. Also chance to try and build multi-hex buildings. | ||
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DIFFERENCES BETWEEN THE BOARD GAME AND MEGAMEK | ||
============================================== | ||
Although MegaMek tries to be faithful to the original board game rules, in | ||
some cases, due to technical or design limitations, this is not possible. | ||
These differences are not considered "bugs." If you spot any more | ||
These differences are not considered "bugs." If you spot any more | ||
discrepancies, please contact the author (see "CONTACT" below.) | ||
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- If the line of fire lies along the edge of two hexes, in the board game, | ||
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@@ -592,14 +592,14 @@ COPYRIGHT & LICENSE INFORMATION | |
=============================== | ||
MegaMek - Copyright (C) 2002 Ben Mazur ([email protected]) | ||
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This program is free software; you can redistribute it and/or modify it | ||
under the terms of the GNU General Public License as published by the Free | ||
Software Foundation; either version 2 of the License, or (at your option) | ||
This program is free software; you can redistribute it and/or modify it | ||
under the terms of the GNU General Public License as published by the Free | ||
Software Foundation; either version 2 of the License, or (at your option) | ||
any later version. | ||
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||
This program is distributed in the hope that it will be useful, but | ||
WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY | ||
or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License | ||
This program is distributed in the hope that it will be useful, but | ||
WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY | ||
or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License | ||
for more details. | ||
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_MechWarrior, BattleMech, ‘Mech and AeroTech are registered trademarks of | ||
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