dta d" Basic instruction manual: " dta d"--------------------------- " dta d" " dta d"You can play using the keyboard (all " dta d"functionality) or controllers in all of " dta d"the ports (all functionality necessary " dta d"for gameplay). " dta d" " dta d" 1. Game Option Selection. " dta d"--------------------------- " dta d" " dta d" " dta d"On the first screen, you can configure " dta d"gameplay options: " dta d"* number of players (2 - 6) includes " dta d"both human and computer-controlled " dta d"players " dta d"* the initial amount of cash of each " dta d"player (2K is the optimal value we " dta d"chose, but for short games, it is worth " dta d"choosing a higher value) " dta d"* gravity " dta d"* maximum wind strength (wind is drawn " dta d"at the beginning of each round or during" dta d"the round between turns, here we can " dta d"choose how strong it can be): " dta d" * 1B - maximum wind strength: 5 " dta d" * 3B - maximum wind strength: 20 " dta d" * 5B - maximum wind strength: 40 " dta d" * 7B - maximum wind strength: 70 " dta d" * 9B - maximum wind strength: 99 " dta d"* number of rounds in a game " dta d"* missile speed (does not affect the " dta d"flight path - only changes the apparent " dta d"missile speed - does not change anything" dta d"in the gameplay itself) " dta d"* frequency of suicides :) - if for a " dta d"number of turns the game has not " dta d"recorded hits (tanks are constantly " dta d"shooting inaccurately), after one of " dta d"such misses a tank commits suicide - " dta d"here you determine how long they can " dta d"""shooting for the stars"" :) - if only " dta d"people play the optimal setting is " dta d"""norm"", in the case of " dta d"computer-controlled players ... you " dta d"choose. " dta d"* The height (and undulation) of the " dta d"mountains from almost flat (NL - Kingdom" dta d"of the Netherlands), to soaring and high" dta d"(NP - Federal Democratic Republic of " dta d"Nepal) " dta d"* the way the walls (edges of the " dta d"screen) work: " dta d"* none - projectiles that flew off the " dta d"screen do not return (black color of the" dta d"screen frame) " dta d"* wrap - the screen ""wraps"" and " dta d"projectiles that flew to the right " dta d"appear on the left side and vice versa " dta d"(purple color of the screen frame) " dta d"* bump - the right and left walls " dta d"deflect projectiles that want to fly " dta d"through them (dark blue color of the " dta d"screen frame) " dta d"* boxy - just like bump, except that the" dta d"""ceiling"" also reflects projectiles " dta d"(green color of the screen frame) " dta d"* rand - at the beginning of each round," dta d"one of the above 4 ways the walls work " dta d"is drawn. " dta d" " dta d"During gameplay, the current mode of the" dta d"walls is represented by the color of the" dta d"screen frame: " dta d"* none - black, " dta d"* wrap - purple, " dta d"* bump - dark blue, " dta d"* boxy - green. " dta d" " dta d"Select options with cursor keys or a " dta d"controller. " dta d" " dta d"The [TAB], [SELECT] or second controller" dta d"button (supported Joy 2B+ standard or " dta d"compatible) key change the color of the " dta d"mountains (3 versions to choose from). " dta d"If the cursor indicates the wind " dta d"strength selection option ""Wind"" change " dta d"the way the wind strength is drawn from " dta d"""every round"" to ""every turn"" and vice " dta d"versa. Drawing every turn is indicated " dta d"by the ""?"" sign next to the word ""Wind""." dta d"If the cursor indicates the gravity " dta d"selection option ""Gravity"" changes the " dta d"procedure of falling the ground to a " dta d"less impressive but faster one, and vice" dta d"versa. The selection of fast ground fall" dta d"is indicated by the letter ""f"" next to " dta d"the word ""Gravity"". " dta d" " dta d"The [RETURN] key or a controller button " dta d"moves to the next screen. " dta d" " dta d" 2. Names of players and AI opponents " dta d"-------------------------------------- " dta d" " dta d" " dta d"The second screen is shown for each " dta d"player. Here you can use the cursor keys" dta d"or controller to select whether the tank" dta d"will be driven by a human (HUMAN option)" dta d"or a computer (other options). " dta d"The [TAB], [SELECT] or second controller" dta d"button allows to choose which controller" dta d"port the player will use. " dta d"The [INVERSE] or [OPTION] key allows you" dta d"to select one of the 3 available tank " dta d"shapes. " dta d"At the same time, you can enter the name" dta d"of the selected player from the " dta d"keyboard. " dta d"When the [RETURN] key is pressed or the " dta d"controller button is pressed briefly, " dta d"the screen switches to the next player " dta d"until the difficulty levels for each " dta d"player are selected. " dta d"The player's name can also be entered " dta d"with the controller. After pressing and " dta d"holding the button for more than 1s, you" dta d"can use up/down movements to change the " dta d"letter being entered, and left/right " dta d"movements to change its position in the " dta d"name. Releasing the button ends the name" dta d"entry and returns to the level " dta d"selection. " dta d" " dta d"If the name is not entered, it will be " dta d"supplemented with the default name. " dta d" " dta d" 3. Shopping screen (before each round) " dta d"----------------------------------------" dta d" " dta d" " dta d" " dta d"On this screen, you can make purchases " dta d"of offensive and defensive weapons. Only" dta d"those weapons that the player can afford" dta d"are visible, along with information " dta d"about the price and the number of units " dta d"of a given weapon that will be obtained " dta d"for that price. The information on the " dta d"screen probably needs no more " dta d"description. You move through the lists " dta d"with the cursor keys (up and down) or " dta d"with the controller, the [TAB] key or " dta d"the left arrow, the left controller tilt" dta d"or second controller button change the " dta d"screen to defensive or offensive " dta d"weapons, the [SPACE] key or the right " dta d"arrow and also the controller to the " dta d"right does the purchase of the indicated" dta d"weapon. " dta d" " dta d"The [RETURN] key or the controller " dta d"button press switches to the defensive " dta d"weapon activation screen. Here you can " dta d"activate previously bought defensive (or" dta d"offensive after switching with [TAB], " dta d"etc) weapons. " dta d" " dta d" " dta d" " dta d"This makes it possible to activate " dta d"shields and others before the round " dta d"starts. " dta d" " dta d"Another [RETURN] key or controller " dta d"button press switches to the next " dta d"player's shopping screen. " dta d"(For computer players this screen is not" dta d"shown.) " dta d" " dta d" 4. The main screen of the game " dta d"-------------------------------- " dta d" " dta d" " dta d"The status line shows which player is " dta d"currently allowed to take a shot and a " dta d"set of other information: " dta d"* player's tank name, " dta d"* active controller number or difficulty" dta d"level of computer-controlled player " dta d"(1-**Moron** - 8-**Unknown**), " dta d"* currently selected offensive weapon " dta d"(symbol quantity and name), " dta d"* the player's remaining energy points " dta d"and if he has an active defensive weapon" dta d"that has its energy - in parentheses the" dta d"energy level, " dta d"* the angle and the direction of the " dta d"barrel set by the player, " dta d"* the shot strength set by the player " dta d"(the maximum shot strength is limited by" dta d"the player's energy - it can not exceed " dta d"the energy * 10 . This means that you " dta d"can fire weaker shots only when having a" dta d"small amount of energy, " dta d"* the current round number, " dta d"* wind speed and direction, " dta d"* ""computer"" symbol if **Auto Defense** " dta d"is active, " dta d"* in parentheses is the name of the " dta d"active defensive weapon - if there is " dta d"any activated by the player. " dta d" " dta d"The basic controls are simple enough - " dta d"cursor keys or controller: left/right - " dta d"change the angle of the barrel, up/down " dta d"- change the the force of the shot. " dta d"Other functions: " dta d" " dta d"* [SPACE] or controller button pressed " dta d"briefly - firing a shot. " dta d"* [TAB] or [SELECT] or second controller" dta d"button - selection of offensive weapons " dta d"(this option is not available directly " dta d"with one button controller - you need to" dta d"select Inventory). | " dta d"* [I] or longer holding the controller " dta d"button - go to Inventory. It is a screen" dta d"(actually two) with the same layout as " dta d"the shopping menu, it also works " dta d"similarly except that here you don't buy" dta d"weapons, but choose one of the offensive" dta d"ones to shoot or activate a defensive " dta d"weapon. | " dta d"* [A] or [OPTION] - go directly to the " dta d"defensive weapons activation. " dta d"* [M] - disable/enable background music." dta d"| " dta d"* [S] - disable/enable effect sounds. | " dta d"* [START] - speed up some game " dta d"animations. | " dta d"* [O] - end the current game and jump to" dta d"the Game Over screen with a summary. The" dta d"summary of the results does not take " dta d"into account the current round of the " dta d"game, but only the rounds completed " dta d"earlier. This corresponds to pressing " dta d"the [ESC] key with the difference that " dta d"the summary and credits are displayed. |" dta d"* [START] + [OPTION] - immediately force" dta d"the end of the game (Game Over), just " dta d"like [O] but without confirmation. " dta d"* [G] - changes the mountain shading | " dta d"* [ESC] - during the entire game at any " dta d"time (unless the computer is playing, " dta d"then sometimes you have to wait a while)" dta d"you can press the [ESC] key, which " dta d"allows you to abort the game and return " dta d"to the beginning (of course, there is " dta d"protection against accidental pressing)." dta d"| " dta d"* [Y] - when asked to abort or terminate" dta d"the game - confirmation | " dta d"* [CTRL] + [HELP] - Toggle ""visual " dta d"debug"" mode. It displays distances " dta d"measured, laser aiming, and aiming " dta d"technique. It leaves a mess on the " dta d"screen, but it does not impair the game," dta d"just makes it a bit harder. | " dta d" " dta d" 5. Game mechanics - offensive weapons " dta d"--------------------------------------- " dta d" " dta d" Energy of tanks. " dta d"------------------ " dta d"At the beginning of each round, each " dta d"tank has 99 ash units of energy. " dta d"Tanks' energy is depleted in 3 ways: " dta d"* one unit after each shot " dta d"* while falling (one pixel down -2 " dta d"units). " dta d"* when a projectile hits the tank or " dta d"next to it - and here the amount of " dta d"energy subtracted depends on the " dta d"distance from the center of the " dta d"explosion and the type/power of the " dta d"projectile. " dta d" " dta d" How energy and money works: " dta d"----------------------------- " dta d"After each round the amount of money " dta d"gained/lost is calculated, this is done " dta d"on the basis of two variables " dta d"accumulated by each tank during the " dta d"round. These variables are: " dta d" " dta d"gain - energy ""captured"" from tanks hit " dta d"(also if you hit yourself :) and here's " dta d"the catch, if you have very little " dta d"energy left it can be profitable to hit " dta d"yourself with a powerful weapon " dta d" " dta d"lose - energy lost due to explosion/fall" dta d"(and here it is important - to count the" dta d"total loss of energy even if the tank " dta d"has less at the moment of hit). " dta d" " dta d"In addition, the tank that won the round" dta d"has a parameter gain (captured from hit " dta d"tanks energy) increased by the remaining" dta d"energy at the end of the round (because " dta d"it did not die and should have it - " dta d"although it also happens otherwise :) ) " dta d" " dta d"Specifically: " dta d" " dta d" After each round: " dta d"------------------- " dta d"money = money + (20 * (gain+energy)). " dta d" " dta d"money = money - (10 * lose). " dta d" " dta d"if money <0 then money=0. " dta d" " dta d"(at the start of each round gain and " dta d"lose have a value of 0). " dta d" " dta d"During a round, if another tank is hit " dta d"as a result of a shot fired by a tank, " dta d"the tank firing the shot ""gets the " dta d"energy"" taken away from the hit tank. " dta d" tank taking a shot: " dta d"--------------------- " dta d"gain = gain + EnergyDecrease. " dta d" tank hit: " dta d"----------- " dta d"lose = lose + EnergyDecrease. " dta d" " dta d"Where EnergyDecrease is the loss of " dta d"energy due to the hit. " dta d" " dta d"Of course, at the same time the hit tank" dta d"loses the amount of energy stored in " dta d"EnergyDecrease, except that here the " dta d"loss cannot exceed the energy you have. " dta d" " dta d" How a hit works. " dta d"------------------ " dta d"Each weapon that results in an explosion" dta d"has its own blast radius. " dta d" " dta d"After the explosion, every tank in its " dta d"range loses energy. " dta d" " dta d"It works in such a way that if the hit " dta d"is exactly on the center point of the " dta d"tank EnergyDecrease receives the maximum" dta d"value for the weapon, and for each pixel" dta d"of distance from the center of the tank " dta d"this value is reduced by 8. " dta d" " dta d"For example, if a hit with the Baby " dta d"Missile weapon hits the center of the " dta d"tank perfectly, it will lose exactly 88 " dta d"units of energy (plus what it loses " dta d"falling after the explosion). " dta d"If you hit with the same weapon at a " dta d"distance of 10 pixels from the center of" dta d"the tank, the loss will be only 8 units." dta d" " dta d"And here are the values of maximum " dta d"energy loss for individual weapons. If a" dta d"weapon explodes several times, each " dta d"explosion is calculated independently " dta d"(additional values in the table): " dta d" " dta d"Offensive weapons and maximum energy " dta d"loss: " dta d"* Baby Missile: 88 " dta d"* Missile: 136 " dta d"* Baby Nuke: 200 " dta d"* Nuke: 240 " dta d"* LeapFrog: 136 112 112 " dta d"* Funky Bomb: 168 88 (* 5) " dta d"* MIRV: 136 (* 5) " dta d"* Death's Head: 240 (* 5) " dta d"* Napalm: 40 (this weapon is different " dta d"and the distance from the center is not " dta d"determined, simply any tank in range of " dta d"the flames loses 40 units of energy) " dta d"* Hot Napalm: 80 (the rule is the same " dta d"as in Napalm) " dta d"* Baby Roller: 88 " dta d"* Roller: 168 " dta d"* Heavy Roller: 240 " dta d"* Riot Charge: 0 (no energy is " dta d"subtracted, but a portion of the ground " dta d"upward from the hit point in a 31-pixel " dta d"radius is removed) " dta d"* Riot Blast: 0 (as in Riot Charge, but " dta d"in a radius of 61 pixels) " dta d"* Riot Bomb: 0 (no energy is subtracted," dta d"but the ground in a radius of 17 pixels " dta d"from the hit point is destroyed - as in " dta d"the case of Missile. The weapon is " dta d"useful for digging out after being " dta d"buried, or for undermining an opponent) " dta d"* Heavy Riot Bomb: 0 (as in Riot Bomb, " dta d"but the explosion radius is 29 pixels " dta d"from the point of impact - as in the " dta d"case of Nuke) " dta d"* Baby Digger: 0 (no energy is " dta d"subtracted, but a portion of the ground " dta d"is undermined in a radius of 60 pixels " dta d"from the point of impact) " dta d"* Digger: 0 (as above - greater " dta d"undermining) " dta d"* Heavy Digger: 0 (as above - greatest " dta d"undermining) " dta d"* Sandhog: 0 (as above - another way of " dta d"undermining) " dta d"* Heavy Sandhog: 0 (as above - largest " dta d"dig) " dta d"* Dirt Clod: 0 (no energy is subtracted," dta d"but a ground ball with a radius of 12 " dta d"pixels from the hit point is created. " dta d"The weapon is useful for burying the " dta d"opponent) " dta d"* Dirt Ball: 0 (as above, but the radius" dta d"of the ball is 22 pixels) " dta d"* Ton of Dirt: 0 (as above, but the " dta d"radius of the ball is 31 pixels) " dta d"* Liquid Dirt: 0 (floods the ground at " dta d"the point of hit with liquid soil, " dta d"filling in the depressions) " dta d"* Stomp: 0 (no energy is subtracted, but" dta d"all tanks within a radius depending on " dta d"the force of the shot are pushed back, " dta d"and after being pushed back they may " dta d"fall or be buried. With a maximum force " dta d"of 990 units, the radius of action is " dta d"about 60 pixels) " dta d"* Laser: 100 (but here it is also " dta d"different - only in a case of a direct " dta d"hit simply subtract 100 units of energy " dta d"- that is, the tank always dies) " dta d" " dta d"Large points received by the player is " dta d"the number of tanks that died earlier " dta d"than him. If any of the other tanks " dta d"capitulated earlier (**White Flag**) is " dta d"not added to those that died and does " dta d"not give points. " dta d"Only these points determine the order in" dta d"the summary. " dta d" " dta d" 6. And now for defensive weapons: " dta d"----------------------------------- " dta d"* **White Flag** - causes the surrender " dta d"of the player (can sometimes be useful " dta d"in a hopeless situation). The advantage " dta d"is that by surrendering you don't give a" dta d"big point to your opponents and don't " dta d"cause one of them to gain by killing us," dta d"you also limit the loss of your energy " dta d"and also cash. An important note - this " dta d"is the only defensive weapon that can be" dta d"deactivated. All you have to do is " dta d"re-enter inventory and once again select" dta d"its activation. " dta d" " dta d"* **Battery** - when activated, it " dta d"recharges the tank's energy to full (99 " dta d"units). It is one of three defensive " dta d"weapons that does not deactivate other " dta d"defensive weapons when used. " dta d" " dta d"* **Hovercraft** - a weapon that allows " dta d"the tank to move. It has its own fuel " dta d"supply in form of electric eels and in " dta d"addition, it can be activated multiple " dta d"times during the same turn, and after " dta d"using it, you can activate another " dta d"defensive weapon and fire a shot in the " dta d"same turn. After using it, the tank " dta d"rises above the mountains and using the " dta d"cursor keys or a controller you can move" dta d"the tank to a new position. [SPACE] or " dta d"the controller button cause the tank to " dta d"land in a new place. You can fly until " dta d"the tank runs out of eels (presented on " dta d"the status bar like the energy of a " dta d"defensive weapon), if the eel fuel runs " dta d"out the tank will fall down on its own. " dta d"It is not possible to land on other " dta d"tanks. " dta d" " dta d"* **Parachute** - does not protect " dta d"against loss of energy due to a " dta d"neighboring explosion, makes you not " dta d"lose energy during ONE fall. After such " dta d"a fall, it deactivates and a new " dta d"parachute must be activated. " dta d" " dta d"* **Shield** - the simplest shield works" dta d"exactly the opposite of **Parachute**, " dta d"it does not protect against energy loss " dta d"while falling, instead it protects " dta d"against energy loss caused by ONE " dta d"adjacent explosion. It protects once, no" dta d"matter how strong the explosion is " dta d"(whether tis but a scratch or a direct " dta d"hit with a nuke), and deactivates " dta d"immediately afterward. " dta d" " dta d"* **Heavy Shield** - a shield with its " dta d"own energy (at the start of 99 units), " dta d"it works the same as **Shield** (does " dta d"not protect against falling) with the " dta d"exception that it has its own energy " dta d"resource. When exploding, the energy of " dta d"this shield is reduced first, and if it " dta d"reaches 0, the shield deactivates and " dta d"further reduces the tank's energy. Due " dta d"to this action, a tank with this type of" dta d"shield can be ""killed"" by undermining " dta d"it, because falling reduces the energy " dta d"of the tank and not the shield. " dta d" " dta d"* **Force Shield** - the strongest " dta d"shield - works just like Heavy Shield " dta d"only that it is combined with " dta d"**Parachute**. What is important in this" dta d"case, falling does not take energy away " dta d"from the shield or the tank. It is only " dta d"taken away by hits. " dta d" " dta d"* **Bouncy Castle** - a " dta d"passive-aggressive weapon :). It works " dta d"as follows - in a case of a direct tank " dta d"hit (and shield), it causes the " dta d"projectile to ""bounce"" in the opposite " dta d"direction with the same force with which" dta d"it was fired. In the absence of wind and" dta d"a difference in level, the weapon then " dta d"hits the tank that fired it. After such " dta d"a bounce, it deactivates. As the weapon " dta d"reacts in this way only to precise hits," dta d"it is also works like **Heavy Shield** " dta d"and has 99 units at the start (we will " dta d"probably have to rethink this value and " dta d"give a smaller one here). " dta d" " dta d"* **Mag Deflector** - the second " dta d"passive-aggressive weapon :) . In case " dta d"of a direct hit on a tank (and shield), " dta d"it causes the hit point to move randomly" dta d"to the left or right side of the " dta d"protected tank, but not very far, so you" dta d"can get ""shrapnel"" with stronger " dta d"weapons. As in the case of **Bouncy " dta d"Castle**, it is also a shield that " dta d"corresponds to the action of **Heavy " dta d"Shield** and has 99 units at the start " dta d"(probably here we will have also to " dta d"rethink this value and give a smaller " dta d"one). " dta d" " dta d"* **Nuclear Winter** - adds nothing, " dta d"takes nothing away :) - in fact, it is " dta d"not so much a defensive weapon as a " dta d"double-edged one. It floods the area " dta d"with ""radioactive"" fallout, which is " dta d"ordinary soil. If you do not have at " dta d"hand any weapon that digs up the " dta d"terrain, and for that a shield " dta d"(preferably disposable), then after such" dta d"""fallout"" you will have to shoot " dta d"yourself - because being underground is " dta d"otherwise impossible. Alternatively, " dta d"**White Flag** always remains. " dta d" " dta d"* **Long Schlong** - a special weapon :)" dta d"- Costs a lot, doesn't really help with " dta d"anything (except possibly digging " dta d"yourself out but only when slightly " dta d"buried but it has a cool name and looks " dta d"cool :) - It can be activated " dta d"independently of other defensive weapons" dta d"and remains active until the end of the " dta d"round (it cannot be deactivated). " dta d" " dta d"* **Lazy Boy** - it is not actually a " dta d"defensive weapon. It is an aiming aid. " dta d"When it is activated, the tank tries to " dta d"aim at the nearest enemy and " dta d"automatically adjusts the power of the " dta d"shot and angle. If it has too little " dta d"energy, it can sometimes aim wrong (it " dta d"uses a method like **Cyborg** to aim). " dta d"Like **Battery**, it does not deactivate" dta d"other defensive weapons when used. Note:" dta d"There is no point in activating this " dta d"weapon before the round, targeting will " dta d"not take place because there is nothing " dta d"to target yet. " dta d" " dta d"* **Lazy Darwin** - works just like " dta d"**Lazy Boy** but targets the weakest " dta d"opponent. In this weapon, after " dta d"automatic targeting, ""visual targeting"" " dta d"remains active, so you can easily change" dta d"the target and independently select " dta d"another opponent by seeing if you hit " dta d"him. " dta d" " dta d"* **Auto Defense** - activates the mode " dta d"of automatic activation of defensive " dta d"weapons. After its activation, the tank " dta d"automatically activates the strongest " dta d"shield it has (consuming it, of course) " dta d"at any time when there is no shield " dta d"(also between shots of other players). " dta d"At the same time, if the tank's energy " dta d"level drops below 30 units, it " dta d"automatically activates **Battery** if " dta d"it has it. This weapon remains active " dta d"until the end of the round and is " dta d"indicated by the ""computer"" symbol " dta d"before the name of the active defensive " dta d"weapon in the status line. It is the " dta d"second defensive weapon that does not " dta d"deactivate other defensive weapons when " dta d"used. " dta d" " dta d"* **Spy Hard** - Help for the forgetful " dta d":) . When activated, it shows a preview " dta d"of information about the next opponents " dta d"one by one. Left/Right - changes the " dta d"""spied"" tank. Fire/Space/Return/Esc - " dta d"ends the ""spying"". This is the last " dta d"defensive weapon, which does not " dta d"deactivate other defensive weapons when " dta d"used. " dta d" " dta d"Due to the different warhead tracking " dta d"system of **MIRV** weapons, the **Bouncy" dta d"Castle** and **Mag Deflector** defensive" dta d"weapons only use the shielding function " dta d"when hit by these weapons. In addition, " dta d"**MIRV** warheads do not bounce or fly " dta d"through sidewalls when falling " dta d" " dta d"None of the shields protect against " dta d"**Napalm**. **Bouncy Castle** or **Mag " dta d"Deflector** on a direct hit will deflect" dta d"it or carry it past, but just hit very " dta d"close to a tank and its shield will not " dta d"save it. " dta d" " dta d"**White Flag**, **Hovercraft** and " dta d"**Nuclear Winter** weapons, when " dta d"selected, require activation, this is " dta d"accomplished by ""firing a shot"" after " dta d"the selection of that weapon. Of course," dta d"the shot of the offensive weapon is then" dta d"not fired, but only the selected " dta d"defensive weapon is activated. " dta d" " dta d"You can only have one defensive weapon " dta d"active at a time (except **Long " dta d"Schlong** of course :) ). You can always" dta d"change the decision and activate another" dta d"defensive weapon or deactivate **White " dta d"Flag** before firing. " dta d" " dta d"And of course, activating a weapon when " dta d"you already have some other weapon " dta d"activated causes the loss of the " dta d"previous one (no returns :) ). " dta d" " dta d" 7. ""Other"" weapons: " dta d"--------------------- " dta d" " dta d"* **Best F...g Gifts** - this is a 'loot" dta d"box', not a weapon per se. Buying it " dta d"draws one of the offensive or (rarely) " dta d"defensive weapons and adds it to the " dta d"player's arsenal. It is a lottery in " dta d"which you can lose (if you draw a weapon" dta d"cheaper than the **Best F...g Gifts** " dta d"price) but also gain. You can get a " dta d"weapon otherwise not affordable at all " dta d" " dta d" 8. AI opponents: " dta d"------------------ " dta d" " dta d"The game has 8 difficulty levels of " dta d"computer-controlled opponents. Or " dta d"actually 7 different ones and one " dta d"""surprise"". Each has its own way of " dta d"buying defensive and offensive weapons " dta d"and a different method of target " dta d"selection and targeting itself, as well " dta d"as weapon selection. They are arranged " dta d"in the list according to increasing " dta d"""skills"": " dta d" " dta d"* **Moron** - the dumbest of opponents " dta d"(which does not mean the safest). Shoots" dta d"completely at random using only one " dta d"weapon - **Baby Missile**. He doesn't " dta d"buy anything and doesn't know how to use" dta d"defensive weapons. " dta d" " dta d"* **Shooter** - This opponent does not " dta d"shoot blindly. He chooses one direction " dta d"for himself. Based on his own position -" dta d"he shoots in the direction from which " dta d"there is more space assuming that this " dta d"is where the other tanks are. He starts " dta d"firing from a high angle and shot after " dta d"shot changes this angle to a lower and " dta d"lower angle trying to fire the entire " dta d"area on the chosen side. He always fires" dta d"with the best weapon he has (the highest" dta d"on the list of weapons he has - that is," dta d"not necessarily the best). He does not " dta d"use defensive weapons even though he " dta d"buys them " dta d" " dta d"* **Poolshark** - When attacking, he " dta d"sets the nearest tank as his target, " dta d"then selects the angle of the shot, and " dta d"tries to select its strength by drawing " dta d"it from the selected range. He always " dta d"shoots with the best weapon he has. He " dta d"uses defensive weapons. With a " dta d"probability of 1:3, he activates the " dta d"best defensive weapon he owns (the " dta d"highest on the list of weapons he owns -" dta d"that is, not necessarily the best) " dta d"before firing. If his energy level drops" dta d"below 30 units - he uses **Battery** (of" dta d"course, if he bought it before), if the " dta d"energy drops below 5 and he has no " dta d"**Battery** he surrenders - **White " dta d"Flag**. At the beginning of the round he" dta d"makes 1 attemp to buy defensive weapons " dta d"and 6 offensive weapons. " dta d" " dta d"* **Tosser** - When attacking, he acts " dta d"exactly like **Poolshark** however, he " dta d"may have a ""better"" weapon inventory due" dta d"to a different purchase tactic. He " dta d"always activates the best defensive " dta d"weapon he has before shooting. And just " dta d"like **Poolshark** he uses **Battery** " dta d"and **White Flag**. At the beginning of " dta d"the round, he assesses how much money he" dta d"has and depending on that, he makes " dta d"(money/5100) attempts to buy defensive " dta d"weapons and then checks again how much " dta d"money he has left and makes (money/1250)" dta d"attempts to buy offensive weapons. " dta d" " dta d"* **Chooser** - Takes as a target the " dta d"weakest opponent (with the least amount " dta d"of energy) and aims very precisely, but " dta d"before the shot the energy of the shot " dta d"is modified by the parameter of luck :) " dta d", that is, despite the precise aiming it" dta d"does not always hit. He shoots with the " dta d"best weapon he has unless the target is " dta d"close. Then he changes his weapon to " dta d"**Baby Missile** to avoid hitting " dta d"himself. He always activates the best " dta d"defensive weapon he has before shooting " dta d"and, like **Poolshark**, uses " dta d"**Battery** and **White Flag**. He " dta d"purchases just like **Tosser**. " dta d" " dta d"* **Spoiler** - He shoots exactly like " dta d"**Chooser** except that he has more luck" dta d":) , which means that even if he doesn't" dta d"hit the target of his choice, it can be " dta d"a more precise shot than **Chooser**. If" dta d"he is unable to hit his chosen target, " dta d"he tries to choose another target that " dta d"he can accurately hit. He uses defensive" dta d"weapons exactly like **Chooser**. At the" dta d"beginning of the round, he assesses how " dta d"much money he has and depending on that," dta d"he makes (money/5100) attempts to buy " dta d"defensive weapons and then checks again " dta d"how much money he has left and makes " dta d"(money/320) attempts to buy offensive " dta d"weapons. When buying defensive weapons, " dta d"he buys only strong and precise weapons " dta d"- that is, weapons that won't " dta d"accidentally hurt him. " dta d" " dta d"* **Cyborg** - Takes aim at the weakest " dta d"opponent (with the least amount of " dta d"energy) but prefers human-controlled " dta d"opponents. If he is unable to hit his " dta d"chosen target, he tries to choose " dta d"another target that he can accurately " dta d"hit. Aims very accurately and in the " dta d"vast majority of cases hits on the first" dta d"shot. He fires the shot with the best " dta d"weapon he has unless the target is " dta d"close. Then he changes his weapon to " dta d"**Baby Missile** to avoid hitting " dta d"himself. He uses defensive weapons " dta d"exactly like **Chooser** but if he has " dta d"more than 2 pieces of **Battery** he " dta d"uses them if the energy decreases below " dta d"60 units.. He shops exactly like " dta d"**Spoiler**. " dta d" " dta d"* **Unknown** - Before firing each shot," dta d"he randomly chooses a course of action " dta d"from **Poolshark** to **Cyborg** and " dta d"applies his tactics. However, the " dta d"tactics of weapon purchases are always " dta d"identical to **Tosser**. " dta d" " dta d"Trying to buy a weapon (offensive or " dta d"defensive) is as follows: " dta d"First, one of the weapons is drawn " dta d"(among all possible offensive or " dta d"defensive weapons). Then a check is " dta d"performed to see if the drawn weapon is " dta d"in the list of weapons possible for " dta d"purchase by the tank. If not, no weapon " dta d"is bought in this trial, and if so, its " dta d"price is checked. If the tank has that " dta d"much money, the weapon is bought, " dta d"otherwise the trial ends without making " dta d"a purchase. " dta d" " dta d"Weapons purchased by: **Shooter**, " dta d"**Poolshark**, **Tosser** and " dta d"**Chooser**: " dta d"Offensive weapons: " dta d"* Missile " dta d"* Baby Nuke " dta d"* Nuke " dta d"* LeapFrog " dta d"* Funky Bomb " dta d"* MIRV " dta d"* Death's Head " dta d"* Napalm " dta d"* Hot Napalm " dta d"* Baby Roller " dta d"* Roller " dta d"* Heavy Roller " dta d" " dta d"Defensive weapons: " dta d"* Battery " dta d"* Parachute " dta d"* Strong Parachute " dta d"* Mag Deflector " dta d"* Shield " dta d"* Heavy Shield " dta d"* Force Shield " dta d"* Bouncy Castle " dta d" " dta d"Weapons purchased by: **Spoiler** and " dta d"**Cyborg**: " dta d"Offensive weapons: " dta d"* Missile " dta d"* Baby Nuke " dta d"* Nuke " dta d"* Hot Napalm " dta d" " dta d"Defensive weapons: " dta d"* Battery " dta d"* Strong Parachute " dta d"* Mag Deflector " dta d"* Heavy Shield " dta d"* Force Shield " dta d"* Bouncy Castle " dta d" " dta d" "