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            * * *   * *   *     *   * *    * * *  * * *   * *      * v0.9
                                      * *

                            ½1992-95 by Wisisoft

                           a strategic game of war
                               by Alois Felber


                                 Game Manual
                                 -----------




Table of Contents:
------------------

  1. License terms.....................................................2
  2. System requirements...............................................2
  3. What's it all about?..............................................3
  4. Installing and starting the program...............................3
  5. Starting a new game...............................................4
  6. Basic principles of turns and moves...............................4
  7. About cities and production.......................................5
  8. The game window...................................................6
  9. Moving the units..................................................6
 10. Fighting and conquering.......................................... 8
 11. About the info menu...............................................9
 12. Saving and restoring the game....................................10
 13. About the different units........................................11
 14. The datalink mode................................................11
 15. The play-by-phone mode...........................................13
 16. Loading a different scenario.....................................13
 17. The settings.....................................................13
 18. The WORLD EDITOR.................................................14
 19. Bugs and stuff...................................................15
 20. Other Wisisoft programs..........................................15




                                                                          -1-

1. License terms
   -------------
   WORLD CONQUEST is public domain software. Parts of this package are:

   - CONQUEST - CONQUEST.PRG (the game)
              - CONQU_01.RSC (monochrome resource file)
              - CONQU_04.RSC (color resource file)
              - CONQU_01.GRF (monochrome graphics)
              - CONQU_04.GRF (4bit graphics)
              - CONQU_08.GRF (8bit graphics)
              - CONQUEST.INT (an ASCII info file)
              - DEFAULT.SCN  (the default scenario file)
              - WISISOFT.GRF (some graphics)
              - TITEL.GRF    (some graphics)
              - DOCS\ENGLISH - WC_ENGL.TXT  (English game manual)
                             - WHATSNEW.TXT (English update info)
                             - BUG_FORM.TXT (Bugreport form)
                             - ORDER.TXT    (Update Order form)
                             - READ_ME.TXT  (some general notes about
                                             how to deal with the
                                             program)
              - DOCS\GERMAN  - WC_GERM.TXT  (German game manual)
                             - BUGMELD.TXT
                             - BESTELL.TXT
              - DOCS\FRENCH  - WC_FREN.TXT  (French game manual)
                             - NOUVEAU.TXT
                             - RAPPORT.TXT
                             - COMMANDE.TXT
                             - LISEZMOI.TXT

   As long as these files remain together and unaltered within the
   original folder structure they can unrestrictably be copied and handed on.
   As this is no limited or demo version playing the game is not limited
   either. Commercial distribution without the consent of the author is
   not permitted.

   Please note that all versions of WORLD CONQUEST have to be considered as
   Beta Release. So there can't be granted any warranty of working properly.
   The author undertakes no responsibility for physical and mental damages
   caused by using this program.



2. System requirements
   -------------------
   WORLD CONQUEST will run on all TOS-compatible ATARI computers, working
   with every TOS version available by December 1993. However... faster
   computers make the game work better. It has been written and is being
   tested on a 33MHz TT.
   It does run with MultiTOS. Whether or not it does comply with Mag!C
   or Geneva however I don't know at the present time.






-2-

  Basic hardware requirements:

   - RAM:              at least 1 MB - some additional features need more.
   - Graphic mode:     graphic modes that use 1 up to 8 bitplanes
                       (monochrome, ST-med, 16- or 256-color mode)
   - floppy/hard disk: at least 720 KB - when playing the game from floppy
                       disk it is necessary to use a second disk to save
                       the games.


   Requirements for datalink mode:

   - Cable to connect two computers directly using the serial interface


   Requirements for modem mode:

   - modem
     - BPS rate:         at least 14400 BPS
     - Protocol:         V32(bis)/V42(bis)



3. What's it all about
   -------------------
   WORLD CONQUEST is a strategic game of war. The aim of every player is, as
   the name suggests, to conquer the world. This means producing military
   units, spreading his or her terretory, seeking to destroy the enemies.



4. Installing and starting the program
   -----------------------------------
   Simply copy the folder "CONQUEST" with its contents to a floppy disk or
   the hard disk.

   To start the program just doubleclick on CONQUEST.PRG. After being
   loaded WORLD CONQUEST will display a tiny opening sequence and play
   a nerve straining tune.
   Just press any key to abort this and wait for some further data to be
   loaded. As an alternative the program can be forced to skip the intro
   as a whole by holding down the left mousbutton while the game is being
   loaded. Using monochrome graphics or ST-med resolution the intro will
   be skipped automatically.

   As WORLD CONQUEST works as a normal GEM application a desktop background
   and a pulldown-menu will be displayed.










                                                                          -3-

5. Starting a new game
   -------------------
   To start a new game from the scratch, click on >Start a New Game< in the
   >Game< Menu. Having done so you get to another menu using which you can
   adjust the game-mode:

           - SINGLE COMPUTER
           - DIRECT DATALINK
           - DATALINK BY MODEM

   If you have only one computer click on >SINGLE COMPUTER<.

   If you have connected two Computers using a RS 232 wire you have to
   choose >DIRECT DATALINK<.

   If you want to play by phone against your friend living at the other
   end of town, or whereever, click on >DATALINK BY MODEM<.

   The program will jump to another menu, where you can activate the
   players' colors and type in their names.

   Click on the coloured bars to activate a specific color. The text on
   the bar will switch from  >INACTIVE< to >HUMAN< to >COMPUTER< and back
   to >INACTIVE<.

   >INACTIVE< means: this color is not going to join the game.

   >HUMAN< means: some human player wants to play with this color.

   >COMPUTER< means: a computer controlled opponent is playing with this
   color.

   When you've finished selecting colors and typing in names, click on [ OK ].
   The program will now init the game, which means distribute all cities,
   airfields, harbours and ressource sites over the map at random. (According
   to the default or with WORLD EDITOR edited and loaded scenario.)

   After that each player will be assigned a city to start the campaign from,
   and he or she must decide what weapon should be produced there. It's mostly
   reasonable to start with a tank, if you're on a big land mass. However, if
   you've got to start on an island or just a small continent it is often
   vital to build a transport ship first. (see part 5 for more details.)
   Before taking that decision you will be shown the location of your
   starting city on the overview map.



6. Basic principles of turns and moves
   -----------------------------------
   Once the game is on, the cities start to produce military units.
   When the first of a player's units is finished, the game window will
   center on the section of the world map in which it can be found and
   a white frame will be drawn around it. In the following the unit having
   the white frame will be referred to as the "current unit".



-4-

   After this the program will wait for a command to be given to that unit
   by the player who owns it.
   This can be done either by using the >Move< menu or by appointing a
   target square to the unit within the game window to move to (see part 9
   for how this is done.)

   Been given a target, the unit will then start to move to it and when all
   of it's movement points for this turn are used up, the program will go on
   to the next unit or player. The program will only stop in it's work when
   units reach their target squares or if they have just been produced.

   The units' moves are carried out in the order of their production. The
   order of the players remains the same during the whole game. It is chosen
   at random at the start of the game.
   Ressource sites will produce each turn one unit of either oil, rubber or
   metal.
   Cities go on producing military units while there is enough raw material
   left in the stocks.



7. About cities and production
   ---------------------------
   Cities will only be able to carry on producing if there is at least one
   unit of each kind of raw material (oil, rubber, metal) left in a player's
   stocks.
   At the beginning of the game the players have 20 units of each
   (in the default scenario - others can differ). To be able to carry on the
   production and supplying further cities with raw material the players must
   conquer ressource sites.
   Therefore the players must first build military units that don't take
   too long to produce and are themselves able to conquer new ressource sites.
   Capable of conquering anything are only land forces (Infantry, Tank,
   Artillery, Anti Aircraft). Whereas Artillery and Anti Aircraft units are
   not very good at it.
   Whenever a player's unit is capturing a new city he will be asked to decide
   what kind of unit should be produced there. A city's production can
   always be changed again later by clicking on it using the right mousebutton.

   In the >City Production< menu the tile of the unit that currently is being
   produced is set into a white frame.
   Also displayed is how many turns it would still take to finish
   it. Clicking on an other unit's tile you can now change the production.

   A city's production may also be stopped by clicking on >Stop Production<.

   If a player changes a city's production before a unit has been finished,
   the half built thing will be thrown away. So you can't start to produce one
   thing, change production and continue again at the point you interrupted
   the first production, but either finish a weapon or lose the raw
   material spent on a half finished one.
   The cities production can also be changed by using >Overview Map< or
   >City List< in the >Info< menu.




                                                                          -5-

8. The game window
   ---------------
   The game window normally displays a section of the game board (or world
   map) in which the current unit can be found. There are only two different
   terrain types: land (green) and sea (blue). Coastal squares holding both
   colors are considered to be sea squares.
   You can scroll around the map by using either the number pad keys or the
   cursor control keys or the window features.
   Pressing [5] on the number pad or using >Center Unit< in the >Info< menu
   will center the window again above the current unit.
   You can enlarge and reduce the window size using the usual GEM method.
   However as the program gets quit slow using large windows it is not
   advisable to make the window too big.

   The game board size is 148*107 squares.



9. Moving the units
   ----------------
   When a unit is ready to accept a command it is set into a white frame.
   It's owner as well as it's kind are stated in the infobar of the game
   window. You can now force this unit to move to an adjacent square by
   simply clicking on the square using the left mousebutton or by using the
   number pad or arrow keys while holding down [Shift]. This can be repeated
   as long as the unit has movement points left.

   To command the unit to move to a more distant target square, click on the
   unit using the left mousebutton and keep holding it down, while moving to
   the target. A rubber band will be shown, marking the line between the two
   squares. Having arrived at the target square release the mousebutton. The
   unit will then immediately start to move.

   Using the "rubber band method" you cannot only command the white framed
   unit, but all units which are in the currently displayed section of the
   map.
   Because of that it is not possible to move to an adjanct square by simply
   clicking on it when there are already some other units.

   Doubleclicking on any unit within the map section displayed will make it
   become the current unit. The unit that held the white frame before that
   will make it's move later in the turn (it won't lose a turn).

   Some more special commands can be found in the >Move< menu:

           - WAKE UNIT
           - SLEEP
           - NEXT UNIT
           - MOVE LATER
           - USE WEAPONS
           - DETECT UNITS
           - SCRAP UNIT
           - CLEAR ORDERS
           - SURRENDER



-6-

   >WAKE UNIT< wakes units that are asleep. Simply click on the sleeping
   units to wake them up.

   >SLEEP< will cause the current unit to sleep. Being asleep, units won't
   get whiteframed any more and the program won't stop for you to give them
   orders. They also won't of course execute any orders any more. This
   feature can be useful when certain units don't need to move for a while.
   As for example Land units that are embarked on transport ships or fighters
   on carriers. There might also be some stranded units, that have been left
   on a small island and cannot be embarked again.
   In addition sleeping units that have suffered damage in battle gain 1
   point of strength for each turn they spend asleep in a city until they
   have reached their initial strength again.

   >NEXT UNIT< terminates a unit's move for a turn. It is used whenever a
   unit already is, where it should be, but still has movement points left.

   >MOVE LATER< will cause the program to override the current unit in the
   order of command and to get back to it later in the turn. Because units
   will take commands normally in order of their production, this option is
   useful to maintain more complicated actions such as embarking or
   disembarking or a massed attack with different units.

   >USE WEAPONS< has to be used when some units' special weapons are to be
   fired. (see part 10 for more details.)
   Since v0.8c >Use Weapons< has been replaced by some more specific
   commands:

           - >Unload Ship<   (activates embarked units on transport ships)
           - >Launch Plane<  (activates fighters on carriers)
           - >Drop Troops<   (activates infantry units carried by bombers)
           - >Fire Guns<     (fires cannons of battleships and artillery)
           - >Launch SAM<    (anti aircraft units)
           - >Release Bomb<  (Bomber drops a bomb)

   >DETECT UNITS< will make the current unit use it's sonar (if it's a ship)
   or radar (if it's an anti aircraft unit). If there are units within 8
   squares that have been hidden from the players view, they can be revealed
   to him using this feature. However anti aircraft units can only detect
   planes and ships can only detect other ships. >DETECT UNITS< ist the only
   mean to find enemy submarines.

   >SCRAP UNIT< will scrap the current unit and put half of the ressources
   needed to produce a weapon of that kind back into the stocks.

   >CLEAR ORDERS< will undo all movement commands that are not executed.

   >SURRENDER< makes the current player surrender.









                                                                          -7-

10.Fighting and conquering
   -----------------------
   There are three basicly different types of possible
   fighting actions:

   1. conquering cities, installations and ressource sites
   2. directly attacking enemy units
   3. using some units' special weapons

      1. In Order to conquer cities, installations (airfields, harbours) or
         resource sites, you simply have to command your units to go there.
         Only land forces are able to conquer anything (Infantry, Tank,
         Artillery, Anti Aircraft). Chances are best not to get destroyed
         when trying to capture something if Infantry units are used. Tanks
         are quit good as well. But Artillery and Anti Aircraft units are
         most likely to get crushed at the attempt.

      2. A direct attack on enemy units is working the same way. However,
         land forces cannot attack navy units if they are on sea. They can
         though, when the ships are in a harbour or city. The same is true
         for ships of course.
         Planes can attack everything and be attacked by everything.
         In every battle the damage that the units suffer is subtracted from
         their strength. When a unit's strength is used up, it is destroyed.
         Units on adjacent squares to the one that is being attacked support
         depending on to whom they belong either the attackers or the
         defenders. Combat values are multiplied with the number of units
         involved.

      3. Firing the special weapons is done by using >Use Weapon< in the
         >Game< menu. The following units are equiped with special weapons:

           - Artillery      (Cannons to shoot at land and sea units)
           - Anti Aircraft  (SAMs or whatever to launch at planes)
           - Battleship     (Guns to shoot at land and sea units)
           - Bomber         (Bombs to release on every ground target)

    The guns of the artillery and battleship units have a range of 6
    squares. After activating >use weapon< the mousepointer is changed into
    some crosswires. To appoint a target square to shoot at, simply move the
    mouse onto it and press the left mousebutton.

    Anti aircraft units are capable of shooting at airplanes within a circle
    of 5 squares. The process of appointing a target is the same as stated
    above.

    Bombers will release one of their two bombs on the square on which they
    are located. That one as well as all adjacent squares are
    affected. This means that all ground units and sites located in that
    squares will suffer damage.
    If cities, installations or ressource sites have been bombarded, they
    won't be totally destroyed, but just turned "neutral" again. So whoever
    is the first to reach them with land units, can again conquer and take
    profit of them.



-8-

11.About the Info menu
   -------------------
   Using the >Info< menu you can activate the following windows with
   information on a particular topic:

           -UNIT INFO
           -GENERAL INFO
           -OVERVIEW MAP
           -VIEW STOCKS
           -HALL OF FAME

   >Unit Info< will display information about the current unit, such as type,
   movement points left, strength, whether they are embarked, asleep or
   carrying other units. The >Unit Info< window can also be activated directly
   by moving the mousepointer on a particular unit and pressing the right
   mousebutton. If there is more than one unit on a square you can switch
   their infopages by using the right mousebutton.

   >General Info< will provide you with information about the current game's
   status. It will display all players amount of cities, installations,
   ressource sites, and army strength. Take look at >General Info< to learn
   who's winning.
   The players' current scores are also displayed. They result from
   the player's property and battle victories.

   >Overview Map< will display, well... the overview map. Plotted on it are
   the current players units (white dots). Enemy units won't be
   displayed.
   Using >Overview Map< you can also control what kind of units are under
   construction in all your cities. The kind of unit under construction
   in the current city will be displayed in the infobar of the info window.
   On the map. The current city's location will be shown an XOR-drawn circle
   on the map. You can switch through the cities by pressing the right
   mousebutton.
   To change a city's production move the mousepointer inside the circle and
   press the left mousebutton.

   >View Stocks< takes a look at your stocks of raw materials, how much is
   being produced each turn and how many cities try to produce weapons.
   It's important to know if production is running in more cities than
   can be supplied with raw material, as in the unsupplied cities the
   production will be interrupted.

   >Hall of Fame< will display the highscore list of the currently active
   scenario.

   The information window can always be closed by pressing the [RETURN] key
   or clicking on the close symbol.









                                                                          -9-

   The further options of the >Info< menu:

           - CITY LIST
           - SLEEPING UNITS
           - CENTER UNIT
           - CURRENT UNIT
           - WEAPON RANGE
           - MOVEMENT RANGE
           - CHAT

   >City List< displays a list of a player's cities, their location,
   what they are producing and how long it still takes them to finish it.
   Clicking on an entry will make the program branch to the >City
   Production< menu.

   >Sleeping Units< displays a list of a player's sleeping units, their
   location and how much damaged they are (0 means, they are OK). Clicking on
   an entry will wake up the unit concerned and make it become the current
   unit.

   >Center Unit< centers the current unit within the game window.

   >Current Unit< works like >Center Unit< if the current unit is presently
   not within the game window and makes it blink until the mousebutton
   is pressed.

   >Weapon Range< marks all squares that can be shot from the current unit's
   location.

   >Movement Range< marks all squares that can be reached by the current unit
   within the current turn.

   >Chat< is only available in the datalink mode and is used to communicate
   with the player using the remote computer.



12.Saving and restoring the game
   -----------------------------
   Just click on the options in the >Game< menu and proceed as you would in
   every other GEM aplication. There should really be no problem in doing
   that. However the loading of a saved >Datalink< game can be tricky.
   Please read part 14, which refers to that problem.

   Using >Auto Save< in the >Settings< menu you can activate a feature
   which saves off the game automatically every amount off turns you define.

   Please note, that there can be only one game in memory at the time.









-10-

13. About the different units
    -------------------------

    Unit:       Strength: Prod.time: Speed: sight rng:  Specials:
               [pts]   [trns]   [sqrs/trn] [sqrs]
    ------------------------------------------------------------------
    Infantry         1         2          2      2
    Tank             2         4          4      2
    Artillery        2         5          3      3  cannon (range 6)
    Transport        2         5          6      5  transports land units
    Destroyer        4         6          9      6
    Submarine        3         6          8      4  "invisible"
    Battleship      10        10          8      5  guns (range 6)
    Carrier          8        12          8      6  transports fighters
    Anti Aircraft    2         5          3      4  SAMs (range 5)
    Fighter          4         6         15     10
    Bomber           6        10         10     10  carries 2 bombs

    These values can still differ from one version to the other.

    Planes are restricted in their movement by the measure of their fuel
    tank. Fighters can be filled up with fuel for moving 20 squares, bombers
    for 30.
    If a plane runs out of fuel it will crash. Fuel is available in cities and
    airfields, as well as on carriers.

    Only fighters can land on carriers, as the bombers are too big. To land
    on a carrier, simply move the fighter to it.

    Embarking land units on transport ships is somewhat more complicated. Move
    the land units (Infantry, Tank, Artillery, Anti aircraft) into a city or
    harbour where there is already a transport waiting, or move a transport
    into a city or harbour where land units are waiting.

    Apart from loading bombs, bombers can also be used as transport planes
    for infantry units, which allows you to use them as airborne troops.
    Infantry units can mount a plane in cities as well as on airfields.
    However you can only put three of them in one bomber.



14. The datalink mode
    -----------------
    14.1 Setting the RS 232 interface parameters
         ---------------------------------------
         Click on >RS 232< in the >Settings< menu to adjust the data transfer
         rate and the type of handshake. All other parameters are set by
         WORLD CONQUEST automatically.
         Be sure having set on both computers the same data transfer
         rate and handshake type before trying to establish a connection. If
         you are using programs such as "FastSerial" that enable higher
         transfer rates than 19200 BPS, forget about the built in >RS 232<
         settings feature and use the FastSerial-CPX to set the interface
         before establishing a datalink. Please note that WORLD CONQUEST
         always uses the COM-port that is defined by the Serial-Interface-
         CPX.

                                                                         -11-

    14.2 Establishing a datalink
         -----------------------
         To play a datalink game, you have to connect two computers using an
         RS 232 wire. On both computers: Start the program, click on
         >New Game< in the >Game< menu and click on >DIRECT DATALINK< in the
         >Game Mode< menu.
         The computer on which you do this first will then display the
         message: "send handshake" and start to count back from 1000 to 0.
         The time you click on >DIRECT DATALINK< on the other computer both
         should display the message: "Connected at XXXX bps".
         In case they don't react that way, something is wrong and you have
         to try it again. Especially if both computers are counting down,
         the connection attempt has failed.
         There are still several problems left that cause errors in the
         connection attempt. It might not be so easy to establish a
         working connection. But try several times.
         It will work sooner or later.

    14.3 Selecting players and colors
         ----------------------------
         When a datalink has successfully been established, you have to press
         a key on each computer to get into the >Player Select< menu. There
         everything works the same way as it did in the single-computer-mode.

         Remember to press the >OK< button only when both of you have made all
         settings correctly.
         When the >OK< button is selected on the first computer, the
         >Player Select< menu will be quit on both computers and the game will
         start.

    14.4 The datalink game
         -----------------
         The game works basicly much the same as in the single-computer mode.
         However, when it's not your turn, the mousepointer will change into
         the datalink symbol and you won't be able to manipulate the program.

    14.5 Saving and restoring
         --------------------
         The game will be saved on both computers. Whenever the active player
         saves the game, the program will tell the other computer to do the
         same.
         To restore a datlink game simply click on >Restore Game< in the
         >Game< menu and do as in the single-computer-mode. After having
         loaded the data the program will make an attempt for a datalink.
         If the datalink won't work, the program replaces the remote player
         by an computer controlled enemy.











-12-

15. The play-by-phone mode
    ----------------------
    Use >DATALINK BY MODEM< instead of >DIRECT DATALINK<. You then will have
    to define the command string according to what you want to do. You can
    choose between:

         - DIAL REMOTE
         - ANSWER ON CALL
         - WAIT FOR CALL

    If you want to call the other player, type in his or her phone number and
    click on >DIAL REMOTE<. If the other player is already ringing, click on
    >ANSWER ON CALL<. By clicking on >WAIT FOR CALL< you have also the
    opportunity of setting your modem to the auto answer mode. You could of
    course define a dial command in the slot meant for the answer command,
    but don't! It's important to use the right command strings in the slots
    meant for them, as the one who dials will become the "mastercomputer".
    So if you answer for an example using the >DIAL REMOTE< button having
    defined an answer command in the dial slot, the datalink won't work.
    Please mind to save the game off every turn, when playing WORLD CONQUEST
    by modem, as if you're unlucky the data transfer routines can be jammed,
    especially if your modem is not equiped with the ability to use a V42
    protocol.



16. Loading a different scenario
    ----------------------------
    Click on >Load Scenario< in the >Game< menu to replace the default
    scenario by a previously edited one. To create and edit scenarios use
    the program WORLD EDITOR, that can be ordered along with the update of
    the main program.
    If you want to start a datalink game using a different scenario,
    be sure, that there is the same scenario in use on both computers.



17. The Settings
    ------------
    Using the >Settings< menu you can toggle some general parameters of the
    program:

    >RS 232< configures the RS 232 interface.

    >Unit Colors< can be used to alter the RGB values of the different
    players' colors.

    >Font Size< enables the user to choose the size of text display within
    the windows. The program does only use the standard ATARI system font.
    Possible size: 8,9,10,16,18,20. Please note that the range of font
    sizes you can use depend on the resolution of your display.






                                                                         -13-

    >B/W screen< is used to adjust RGB values of all used colors to a
    reasonable contrast if the game is run on a greyscale monitor or
    black-and-white tv set.

    >Auto Save< toggles the >Auto Save< feature on and off. When activating
    the button >Use Fileselector< in the >Auto Save< panel, a fileselector
    will show up before every saving attempt.

    >Sound< toggles the spectacular sound effects on and off.

    >Map Buffer< switches the extended map buffer option on and off.
    Activating the extended map buffer option speeds up the graphic display
    especially when using higher graphic resolutions.
    To use it the program needs additional RAM:

           - 300 Kb (monochrome)
           - 600 Kb (ST med)
           - 1.2 Mb (all 16-color modes)
           - 2.4 Mb (all 256-color modes)

    When using ST low resolution the gain of speed is not very dramatic, so
    don't worry when you have too less memory to use this feature.

    >Smart Moves< causes the units to find themselves a way along and around
    more complicated coastlines. As this requires quite a lot of calculating
    it is probably not sensible to use it on computers slower than the 33MHz
    TT.
    In the GEM panel that will be displayed when clicking on >Smart Moves<
    you can define the level of complication of the ways to be found - the so
    called "detour level". Available values are from 0 to 10, which means
    that the computer will find ways around the coast only if their length
    is less or equal to the distance in a straight line plus an amount of
    squares equal to the detour level.

    >Skill Level< can be used to adjust the strength of the computer
    controlled enemies. There are ten different levels.

    >Save...< saves the settings to disk.



18. The WORLD EDITOR
    ----------------
    As stated at the beginning of this manual WORLD CONQUEST is Public
    Domain software. However, if you want to encourage me to go on
    spending my free-time improving this game and writing other stuff,
    please send SFr 20.- or an equivalent sum in your national currency in
    cash (please no cheques or coins) to:

    Alois Felber
    Feerstrasse 17
    5000 Aarau
    Switzerland




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    or remit the same sum on the Swiss Postal Cheque Account No:

    50-98596-1

    In return I will send you a disk holding the latest WORLD CONQUEST update
    as well as a registered copy of the programm WORLD EDITOR that allows you
    to create alternative scenarios. Also on the disk I'll enclose some
    already designed additional scenario files.

    If you have the opportunity to print out the ORDER.TXT file, please do
    so. Fill in the form and enclose it in your letter.



19. Bugs and stuff
    --------------
    This program is far from being perfect. So if you find bugs, please do
    report them to the address stated above or via E-Mail:

    Internet: hubba@ezinfo.vmsmail.ethz.ch
    Fidonet:  Alois Felber on 2:301/526.1

    Have a look at the BUG_FORM.TXT for what kind of information is vital to
    me in order to eliminate bugs.

    Suggestions, advise, comments and critics of all sorts are always welcome
    too. So don't forgetta to write.  :-)



20. Other Wisisoft programs
    -----------------------

    HOW TO BECOME AN EMPEROR
    (a strategic fantasy wargame)
    ATARI ST/STe/TT - Graphic mode: ST low res.

    LANCELOT
    (a tactical Boardgame)
    ATARI ST/STe/TT - Graphic mode: ST low res

    COST
    (THE phonebill calculator for Binkley Term ST and Rufus)
    ATARI ST/STe/TT/Falcon (all graphic modes)

    D-CODE
    (the little ASCII-textfile printer spooler program)
    ATARI ST/STe/TT/Falcon (all graphic modes)









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