FreeCNC v0.2.0-tp2 README - Last Modified 2002-02-14
----------------------------------------------------
Disclaimer
==========

FreeCNC 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.


Installation
============
	* See INSTALL file for installation details

Running
=======
	* In X, simply type ' ./freecnc ' to run FreeCNC
	* Because of SDL's portable nature, FreeCNC should also run
	  under the Linux Frame Buffer console. If you are having 
	  trouble, try typing ' clear; ./freecnc ' to clear the console
	  before running FreeCNC. That fixes many issues in fb mode.

INI File Overview
=================

FreeCNC comes with lots of INI files which allow you to have complete
control (hopefully) over your FreeCNC configuration at runtime allowing
you to modify lots of variables. These INI files are similiar to the
rules.ini of Westwood's Red Alert.

	* art.ini
		- Allows you to modify the size and placement of structures 
	      on tiles. Refer to that file for details

	* conquer.ini
		- General configuration file allowing you to set default
		  command line parameters

	* files.ini
		- Defines where to look for mixfiles
		- Defines which games use which playlists

	* structure.ini
		- Defines structure-related values, such as max health etc.

	* templates.ini
		- Contains values for all map tiles. See templates.ini 
		  for details

	* unit.ini
		- Controls unit variables such type, speed, etc.

	* weapons.ini
		- Defines the weapon types, the warheads and the explosion
		animations.

	* wsa.ini
		- Not much at the moment.  Will contain information related to
		the animations (e.g. select side, mission and target at end of
		NOD campaign).

    * songs.ini 
        - Defines the various playlists.  At the end of songs.ini, there
    is a playlist called EG.  To use it, change the relevant "playN=TD"
    line in files.ini to "playN=EG".  This playlist us es tracks that
    only exist in the English DOS version (as far as I am aware) .

    * talkback.ini
        - Talk-back information is stored here.

Controls 
======== 
General controls are easy. Click your units with the mouse and click
somewhere else on the map to move them.  Right click to unselect units,
and you can also click and drag to select groups of units.  Shift
clicking units will add them to your selection.

Special controls in FreeCNC v0.2.0-tp2 are as follows:

* 'r' and 'f' toggle the mini-map (with the appropriate animation).

* Holding down ALT and clicking some buildings, such as the refinery or
  the weapons factory, will run their animations.

* F9 and shift-F9 activate the AI for the human and non-human sides respectively

* F12 dumps side information to the console

* Holding down control while placing units makes them belong to the
other side.  This does not work for structures though.

New features from previous release (0.2.0-tp1)
==============================================

* Stability.

* Flame thrower and chemical thrower units can fire.

* Walls can be attacked.

* AI (in early stages of development).

* Health bars work (and change colour).

* Units and structures have armour (affects the effectiveness of
  weapons)

* Units and structures can now force attack (replaces control-clicking to
  apply 25 points of damage).

* When you either complete or fail a mission you are told by EVA and a
message appears at the top (amongst the other messages).

Maps and caveats of the demo version
====================================
The maps available in the demo version are:

SCG01EA, SCG03EA, SCG05EA, SCG06EA, SCG07EA and SCG10EA

There are no NOD missions.

Building the Temple of NOD will crash the game (graphics for it do not
exist in the demo).

Known bugs/features
===================

* VQAs play as fast as possible if sound is disabled.

* The current code for assigning new targets by the AI isn't very good (only
  happens when AI has killed or has had a unit/structure killed, and causes all
  units and structures to retarget).
 
* If you have a largeish (about 9) group of units moving and you rapidly change
  the destination weird stuff happens (units disappear and reappear, overlap,
  and occasionally jump into neighbouring cells).

* The versus ratios haven't been tested extensively.

"Eye-candy" bugs:
-----------------

* Muzzle flash animations aren't properly centered.

* Construction Yard appears to build something when damaged to 50%
  health.

* MCV doesn't turn when deploying

