CIRCA 7000 ARMIES OF ARMAGEDDON Copyright (c) 1995 Michael Cooney TABLE OF CONTENTS I. INTRODUCTION II. OVERVIEW III. STARTING THE GAME A. NEW AND SAVED GAMES B. E-MAIL GAMES C. FINISHED D. SPECIFYING GAME FILES E. FURTHER EXPLANATION IV. PLAYING THE GAME A. THE GAME SCREEN B. NEW RECRUITS AND VETERANS C. LOOKING AT THE BATTLEFIELD D. FACING DIRECTIONS E. BATTLEFIELD INFORMATION F. ENEMY INFORMATION G. YOUR ARMY'S INFORMATION H. THE BATTLEFIELD OBSCURED V. PHASE I: THE MOVEMENT PHASE A. FIELD OF VIEW B. VEHICLES VS NON-VEHICLES C. MOVEMENT POINTS D. TERRAIN MOVEMENT MODIFIERS E. MOVING YOUR FORCES F. NON-VEHICLE TURNING G. HOVERERS H. MOVEMENT ORDERS I. VEHICLE RULES J. SPEED AND ACCELERATION K. DECELERATION L. DRIVING BACKWARDS M. TURNING VEHICLES N. COLLISIONS O. COLLISION DAMAGE P. COLLISION SPEED Q. JUMPING OUT OF THE WAY R. RAMMERS VI. PHASE II: TARGET PHASE A. TROOP'S SECONDARY WEAPON B. FIRING ARCS C. WEAPON RANGES D. FURTHER EXPLANATION E. FRIENDLY FIRE F. FIRING ORDERS G. SURVEY AND TARGET MODES VII. PHASE III: FIRING THE WEAPONS A. FURTHER EXPLANATION B. E-MAIL GAMES VIII. REPLAYS: THE UNOFFICIAL PHASE A. HIDDEN EVENTS IX. END OF THE GAME A. CAMPAIGNS AND RECOVERING CASUALTIES B. BATTLE REPORT C. BECOMING A VETERAN D. VIEWING ALL YOUR FORCES E. IF ONLY... X. THE MENU BAR A. GAME 1. Save Game 2. Quit 3. Retreat B. ORDERS 1. No Orders 2. Wait C. REPORTS 1. Damage a. VEHICLE SPECIAL DAMAGE 2. Objective 3. Scenario XI. THE GAME MAKER A. SUPPORT FILES XII. THE CHECKLIST A. ENTERING FILE NAMES DIRECTLY B. ONE WAY TO SET UP AN E-MAIL GAME XIII. DRAW BOARD A. DRAW BOARD SCREEN B. CHOOSING A TERRAIN C. PUTTING TERRAIN ON THE BATTLEFIELD D. BUILDINGS E. COLLAPSING CEILINGS 1. Load Board 2. Save Board 3. Fill All 4. Finished XIV. GAME STORY A. New Story B. Load Story C. Save Story D. Finished XV. END GAME A. CASUALTY ENDING B. OCCUPY AN AREA ENDING C. RESIZING THE AREA D. DESTROY AN AREA ENDING XVI. PICK ARMY (A or B) A. PICK ARMY SCREEN B. ADDING FORCES TO YOUR ARMY C. REMOVING FORCES FROM YOUR ARMY D. ARMY POINTS E. MENU BAR 1. COLOR 2. ACTIVE/RESERVE 3. ORDERING 4. ADD/SUBTRACT 5. CHANGE NAME 6. NEW ARMY 7. LOAD ARMY 8. SAVE ARMY 9. FINISHED XVII. PLACE ARMY (A or B) A. NEXT B. RANDOM C. FINISHED XVIII. FINISHED XIX. THE CUSTOMIZER A. OVERVIEW B. OPENING SCREEN XX. CUSTOMIZE FORCES A. DRAWING YOUR FORCES B. STATS C. WORKING OUT DAMAGE XXI. CUSTOMIZE TERRAIN XXII. CUSTOMIZE WEAPONS XXIII. LAST FEW, RANDOM NOTES I. INTRODUCTION Circa 7000 is a miniatures-based, strategy game with the emphasis on strategy. Through deceivingly simple game play, players must coordinate individual troops, machines and vehicles into a formidable assault while being wary of falling ceilings, rough terrain, leaving trails, surprise attacks and a barrage of weapons from the enemy. II. OVERVIEW Circa 7000 uses a Three Phase approach to war gaming. In Phase 1, all your troops move, with separate rules for foot troops and vehicles. During Phase 2, all your forces choose their targets. Phase 3, they fire. III. STARTING THE GAME To start the game, type "7000". A title screen will appear. Press the left mouse button to begin. You are presented with three options for playing a battle - Play New Game, Play Saved Game and Play E-mail Game. A. NEW AND SAVED GAMES Playing a New Game or Saved Game is pretty straight forward. Click on the box to the left of the option. An "X" will appear in it and the selection will be highlighted. If you want the players to be controlled by the computer, click on COMPUTER by the appropriate player to highlight it. NOTE: At this point, the AI is little more than token - if you can't find anyone to play against, it'll move and shoot in a relatively intelligent way. But it's not going to win all the battles. B. E-MAIL GAMES E-mail games are handled a little differently. If you are starting an E-mail game, i.e. running from an .scn file as opposed to an E-mail, then choose EMAIL GAME and below that START NEW GAME. If you are running from an E-mail, then choose TAKE NEXT TURN. C. FINISHED When you have chosen the correct setup, click on the FINISHED bar at the bottom of the screen. D. SPECIFYING GAME FILES A new screen will appear, this time asking for four files. Click on any of the boxes to change the file name. (These can't be changed if you're continuing an E-mail game.) The Game File should be entered first. Once this has been entered, the computer will read the file header and set the remaining three accordingly. (See The Customizer for information on how to build your own support files.) If your file names have changed or you want to use different support files, you can change the Terrain, Weapons and Forces file names. Otherwise, they should be set properly. Once the files are declared, click on the FINISHED bar. To exit the game at this point, clear the Game File box and click on the FINISHED bar. E. FURTHER EXPLANATION: All files have a fixed extension. Scenarios have ".scn", saved games have ".gam", terrain files have ".trr", etc. Anytime you are asked for a file name to load, you can enter "*". This will give you a directory of files with the appropriate extension. Click on the file name you want to load. IV. PLAYING THE GAME The screen is split into three main areas. Across the top is the menu bar. To use these, simply click on it. A list of options will drop for you to choose from. A menu can only be chosen if it isn't dimmed. A. THE GAME SCREEN The left side of the screen holds all the information you're going to need. The active force - the one whose turn it is to act - will appear in a green box facing the same direction that the troop is facing on the battlefield. If you ever "lose" the active troop (recognized because it blinks), you can click on the green box and the troop will be centered on the battlefield screen. B. NEW RECRUITS AND VETERANS Your guys will be listed as either New Recruit or Veterans with a number after it. New Recruit means they're in their first battle. The number after Veteran shows how many battles they've fought in. C. LOOKING AT THE BATTLEFIELD The largest area of the screen is the battlefield. To move around the battlefield, click on any part of it with your right mouse button. The square that the mouse was pointing at will be centered as best it can. All the forces on the battlefield are shown from a bird's eye view, that is, straight down from above. Therefore, foot troops will usually consist of head and shoulders with arms and guns sticking out. When you look at vehicles, you're looking down at the top of the vehicle. D. FACING DIRECTIONS Forces (your troops, machines and vehicles) can face 8 directions: up, down, left, right and to each corner. This allows you to see the exact direction your forces are facing. If you turn a troop around in a circle, he will face each of the eight directions. E. BATTLEFIELD INFORMATION To find information about anything on the board, click the left mouse button on it. This will cause a box to appear giving a picture of what you clicked on and some general information about it. It will also give a status of it's condition. For example, clicking on terrain will give descriptions such as "Destroyed" or "Undamaged". F. ENEMY INFORMATION General information is also given about enemy forces. This information is the best estimate your troops can give you under the circumstances and is relative to that particular type of force. G. YOUR ARMY'S INFORMATION Your troops can only give you specific information about themselves. It includes exact numbers detailing the number of hits they have left and how fast they are moving. H. THE BATTLEFIELD OBSCURED Lastly, part of the battlefield may be obscured with static fuzz. The information box is right in telling you it's "Incomplete Data". If your army isn't familiar with the battlefield, then the terrain only becomes known as your troops are able to draw a line of sight (LoS) to it. For example, you're in a building and the next room is all fuzz. Moving one of your forces into the doorway will cause the room terrain to appear because now one of your troops has an LoS to it. Once terrain appears, it doesn't fuzz over again. V. PHASE I: THE MOVEMENT PHASE A. FIELD OF VIEW In the information area on the left of the screen, an array of arrows is shown. These are the arrows that you use to move your forces. The highlighted arrows present your option for moving. Each of your forces has a field of view (FoV) of either 90 or 180 degrees. A force cannot have an LoS on anything outside the FoV. Troops mostly have an FoV of 180 degrees meaning they can see directly their left or right. If the troops want to see what's behind them, they have to physically turn around and let their FoV sweep the area. Scorch marks, trails and enemy forces won't be shown on the battlefield unless one of your forces has an LoS to it. B. VEHICLES VS NON-VEHICLES Forces come in two distinct categories: Vehicles and Non-vehicles. What is or isn't a vehicle can become cloudy as you start designing your own forces, but here are some characteristics: Non-vehicles have a flat movement rate that they can move each turn, turning as they wish. Vehicles have to accelerate, make wider turns and declare their speed at the beginning of their turn. Vehicles can also mow over anything in their path. C. MOVEMENT POINTS In general, moving your forces one square forward costs one movement point and moving to a diagonal square cost 1.25 movement points. To move to a square, you must have at least half the movement points that it requires to move to that square. D. TERRAIN MOVEMENT MODIFIERS To slow you down, different terrains, such as woods and water, have movement modifiers. These are x1, x2, x4 and x8 (impassable). If a terrain has a x2 movement modifier, then it takes twice as many movement points to move into that square, respectively. x8 means that the terrain is impassable - i.e. nothing can move into that square. This would cover such things as walls and boulders. E. MOVING YOUR FORCES In Circa 7000, troops can only move forwards, move backwards, turn left and turn right. (These last two are handled differently for vehicles and non-vehicles. See below). To move left, a force must turn left then walk forward. Forces cannot slide left or right. For example, a troop (facing North) wants to move three squares to the right and then face North again. The sequence to do this is: turn right, turn right, forward, forward, forward, turn left, turn left. Once you get the hang of this, it's a snap. In addition to clicking on the arrows with the mouse, the keypad correlates to the arrows matrix: '8' forward, '9' turn right, etc. F. NON-VEHICLE TURNING Turning 45 degrees costs 0.25 movement points. The first two turns are free. So in the previous example, the troop would have used 3.50 movement points (ignoring terrain modifiers). Terrain modifiers increase the movement points for turns the same as moving square to square. G. HOVERERS The only exception to the movement point rules are those forces called Hoverers. Hoverers can be floating vehicles or troops with jet packs. The terrain modifiers have half the effect and trails aren't left behind. Hoverers still cannot enter impassable terrain. H. MOVEMENT ORDERS Non-vehicles don't have to use their full movement rate. To end their move, choose NO ORDERS from the Orders menu, or hit the space bar (see No Orders, below). If you want to move other troops first, choose WAIT from the Orders menu (or press 'w') and that particular force will wait until everyone else has moved before becoming active again. I. VEHICLE RULES Vehicles have a few additional rules that make them more powerful, but also a little harder to control. J. SPEED AND ACCELERATION At the beginning of the vehicle's turn, you must declare how fast the vehicle is going to move. The speed window is determined by the vehicle's acceleration rate (ACC) (this is listed in the information box when you click on one of your vehicles.) Each turn, your vehicle can accelerate over it's present speed by this amount. So if your dunebuggy's speed was 15 squares last turn and it has an ACC of 6 squares, then it can go 21 squares this turn. K. DECELERATION A vehicle can decelerate at twice its ACC. The dunebuggy can accelerate 6 squares and can, therefore, decelerate 12 squares. If it went 15 squares last turn it can slow down to 3 squares this turn. At the beginning of the vehicle's turn, you will be shown the current speed of your vehicle, its ACC and the range of speed you can choose. Each vehicle has a top speed that it can't exceed. L. DRIVING BACKWARDS Vehicles can also go backwards provided it has come to a stop. To go backwards, enter a negative speed. (You can also enter partial speeds, such as 3.50 and 4.75.) The ACC is halved for going backwards. M. TURNING VEHICLES While non-vehicles can pivot on the spot, vehicles move during turns. The faster it's moving, the wider the turn will be. This is determined by the vehicles Turn Ratio. If a vehicle has a turn ratio of 4, then it can make 4 evenly spaced turns. The space between turns is determined by the speed. If a vehicle has a speed of 20, then it must move (20/4)5 squares before it can turn again. When your vehicle turns, it moves forward one square in the turn, it doesn't simply rotate. Unlike non-vehicles, vehicles MUST move their full speed each turn. If you choose 20 squares for the dunebuggy, it must move 20 squares before the Movement Phase will end. You can choose the WAIT option from the Orders menu if you need to move someone out of your vehicle's way, but you don't have the NO ORDERS option. N. COLLISIONS This brings us to collisions. Collisions can be very detrimental your vehicle's health. At the same time, it can be very detrimental to your enemy's health. When you're about to collide, a warning box will come up. If you can actually do something to avoid the collision - and want to - click on CANCEL and change your vehicles direction. Otherwise, you're going to see your vehicle plow into something solid - impassable terrain, enemy forces or your own. O. COLLISION DAMAGE How much damage occurs depends on several factors: the toughness and speed of the object you run into (all terrain has a toughness of 7, see STATS under CUSTOMIZER), the toughness of your vehicle and the speed you were traveling. If your toughness is higher than what you run into, chances are strong you're going to inflict more damage than you take. P. COLLISION SPEED Non-vehicles and terrain are considered to be standing still. If you run into another vehicle, that vehicle's speed is taken into consideration. If you hit another vehicle head on, your speeds are added together to figure out damage. The higher the speed, the more damage spread around. If you hit someone from behind, that vehicle's speed is subtracted from yours, resulting in relatively low damage. When you hit a vehicle from the side only your speed is taken into consideration. Lastly, hitting vehicles at an angle is a compromise between a head-on (rear-end) and a side hit. Q. JUMPING OUT OF THE WAY Troops are agile enough to see someone is going to run over them and jump out of the way - hopefully. The slower a vehicle is moving, the better the chance of jumping out of the way, provided there is somewhere to jump. Once a vehicle attains a speed above 6, the chances of avoiding it are slim. When a vehicle does collide, most of the time it comes to a stop. The exception is when the vehicle destroys what it runs into. Depending on the strength differences of the colliders, how much damage a vehicle takes, the angle of collision and current speeds, your vehicle can still have movement left. Tanks won't be slowed down much after running down a few troops. R. RAMMERS Of course, some Generals like running into the enemy as an offensive tactic. Entire squads have been obliterated by a rampaging war machine. These vehicles are a special subgroup called Rammers and are specially equipped with enemy munching apparati. When these vehicles collide with something, they inflict twice the damage as a normal vehicle. VI. PHASE II: TARGET PHASE The active force and all its weapons are listed are shown in the info bar at the left of the screen. A. TROOP'S SECONDARY WEAPON Each of your forces has up to three weapons. A special case is troops. If troops have grenades as their second weapon, then you have the option of using either their first (primary) weapon, or the grenades. Troops are defined as small size, non-vehicle forces. Other than that, targeting is very straight forward. The active force will blink, the weapon that is firing will be highlighted in the info bar on the left of the screen and all you have to do is point your cross-hair, mouse cursor at what you want to shoot and click the left button. A small red dot will appear and then fade. B. FIRING ARCS A few things to consider: Each weapon has a firing arc that defines the sweep the weapon can cover. This is different from a forces FoV. A firing arc is often only 90 degrees for troops but can extend to 180, 270 or even a full 360 degrees in the case of the tank and it's rotating, rocket-launching turret. C. WEAPON RANGES Another consideration is the range of the weapon. They can't cover the entire field and some have quite a short range, such as the flame thrower. When you're declaring all your targets in Phase II, these factors aren't represented anywhere. You can target behind your troop all the way across the board, but where the shot actually goes will be worked out on its own. This represents troops having a general feel for their weapons capability, but not a pinpoint accuracy. In addition to the enemy, you can also target terrain. This allows you to knock down walls or place an area effect weapon in a better position. D. FURTHER EXPLANATION: The way targeting works is useful to know. The chance of your force actually hitting what it aims at is quite slim. Instead, when targeting, you're declaring a general area that your force is firing at. This general area grows in size the further away you aim your weapon. (If your force is right up close to where it's aiming, then the "general area" will be the one square you aimed at.) If your shot is inaccurate, then it will pick one of the forces (in either army) within the general area and hit it. This mimics the general feel of spraying an area with fire as opposed to picking out one piece in the middle of the battle and firing only at it. It also keeps the enemy from picking out your strong pieces and winking them out in the midst of weaker guys, allowing you to set up screens. Of course, if your guy is standing all by himself, then he's the only target. E. FRIENDLY FIRE It's in here. F. FIRING ORDERS Normally, you can just aim all your weapons as they are presented. In a few instances you may want to not fire some. To not fire a weapon, choose NO ORDERS in the Orders menu (or press 'n'). To cycle one of your forces to the end, choose the WAIT command out of the Orders menu (or press 'w'). To use the grenades of the troops (or if you want to aim the weapons out of order of one force) click the left mouse button on the picture of that weapon. It will be highlighted and is now the active weapon that you are aiming. G. SURVEY AND TARGET MODES Finally, if you want information about the board, click on the box with SURVEY MODE written in it at the bottom of the information bar. This will give you an arrow to use on the screen. The left button will now give information instead of targeting an area. Click on TARGET MODE to return to targeting. In both modes, the right mouse button will move you around the battlefield. VII. PHASE III: FIRING THE WEAPONS At this point, everything has moved and aimed its weapons,leaving you with very little control through the rest of the turn. The information bar is the same as for Phase II in that the active force along with its weapons are listed. The active weapon is highlighted. However, the mode buttons have been replace with a firing button. When you're ready to watch the highlighted weapon fire, press that button. The only control you have is WAIT from the Orders menu. By the end of Phase III, every weapon that you aimed will have fired. There is no cancelling or changing a weapons aim. The reasons for this are pretty clear: it doesn't allow a micro-managed volley of fire where a squad can continually aim at one enemy force until it's gone and then move on to the next. A. FURTHER EXPLANATION: A target square isn't chosen until the weapon fires. Then the deviation, if any, is worked out and a line of sight is traced from the weapon square to the target square. If anything or (except for a few weapons such as rockets and grenades) anyone gets in the way, then that becomes the new target square. So one may consider firing repeating weapons well past a squad (in order to spread out the area it can deviate) and allow the enemy to "get in the way" of the shots. One last consideration: Forces bigger than troops have weapons that shoot from different parts of its body. Run the forces through the Customizer to see the details, but this can make a big difference when your mech is half behind a building and decides to shoot both guns. B. E-MAIL GAMES After completing Phase III of an E-mail game, you will be prompted for a filename in which to save the turn. Type in a file name and press ENTER. Two things will happen. First, your file will be encoded into a text file that can be copied and E-mailed just like any other text file. This file will have a ".eml" extension. Second, a backup copy will be made having the same name but ".bak" extension. The encoded E-mail file can then be given to your opponent either by E-mail, modem, file transfer, disk, etc... VIII. REPLAYS: THE UNOFFICIAL PHASE At the beginning of the movement phase(except the first), you are given the option of watching the other side's turn. This is the only time that you'll be given the chance and you'll only get to see it once. You can move around the battlefield before the Replay if you wish, looking at information on everything. This shows the field as it currently is. Once you acknowledge that you want to see the Replay, the forces of both sides are put back to where they were before the enemy's turn started. After you finish looking around the board again, click on START. The forces on the board will start moving and shooting, replaying your opponent's moves. A. HIDDEN EVENTS If your opponent is hidden in the undiscovered fuzz, then none of their movement will be shown. The same goes for shooting. However, when weapons are fired - even if you cannot see them - the screen will shift to that general area. This gives an inkling to where the enemy is as your troops hear the shots being fired. Clicking on the PAUSE button will freeze the Replay. You may need to hold down the left mouse button briefly in order to get the Replay to pause.Pressing CONTINUE will start it up again. While it's paused, you can scroll around the battlefield. The Replay will continue until it's complete. Then your turn will start at Phase I. IX. END OF THE GAME Once the objectives of the battle have been met (See Objectives in the Menu section), the battle comes to an end. A screen appears at the end of the turn declaring who won and how. When you're finished with this, click on BATTLE REPORT. A. CAMPAIGNS AND RECOVERING CASUALTIES An interesting feature of Circa 7000,is that it can be used to play campaigns. Just because your forces are knocked out of action, doesn't mean they're gone for good. The winner - assumed to have control of the battlefield - gets 75% (on average) of their forces back. This is due to medical supplies, friendly hands, etc. The losing army gets 25% of their casualties back - mainly due to escapees. Everyone lost in the losing army is simply listed as Missing in Action. B. BATTLE REPORT The Battle Report at the end shows the final status of all your forces. In addition to simply surviving, another benefit of seeing the end of a battle is that your forces have a chance of improving. Any benefits will be listed in this report. Skill Increase means +5% on the Shooting Skill. Bigger, Tougher is an increase of hit points. Better Armour is +1 to Toughness. Don't expect anyone to become huge. C. BECOMING A VETERAN Another interesting (but useless) feature is that your New Recruits become Veterans. Each battle that your guys survive is tallied and noted in the ()'s after "Veteran" wherever you see the description. D. VIEWING ALL YOUR FORCES To scroll through the pages of your army, click on the "+" at the bottom right of the Battle Report. To go to the previous page, click on the "-". When you're finished, click on the "X". At this point, the armies are saved to disk. You can add New Recruits using the Game Maker to bring your army up to strength and ready it for the next battle. E. IF ONLY... Some people (wrong most of the time) think that if they just had "one more turn" they could have polished off the winner. For that reason, at the end of the battle you're given the chance to play until one team is completely wiped out. Just for the fun of it. The armies aren't saved at the end and no score is kept. It's just there as a chance to put to rest any "if only" questions. X. THE MENU BAR A. GAME 1. Save Game You can save the game during Phases I and II. Enter the name of the file when prompted. Saved games have a ".gam" extension. In case you don't think of it, there is an Autosave feature that saves your game at the end of the first and second Phase in a file named "7000bckp.gam". This feature is always activated. 2. Quit To leave the game completely and return to DOS, use this command. 3. Retreat When the battle is hopeless, you can use this option to save a little face and a few forces. This is treated the same as losing a battle. B. ORDERS 1. No Orders This is an option during Phase I and II. Use it when you're finished moving a force or you don't want a weapon to fire. The following hot keys can be used: Phase I - spacebar or '0' on the keypad will give the active force No Orders. During Phase II, 'n' will give No Orders. To end the Phase I and II, you can give a 'Group No Orders' by hitting 'f' for Finish. During Phase I this works for everyone except vehicles since you still need to enter speeds or finish movement. 2. Wait This is available at all times. It puts the current force at the end of the rotation. C. REPORTS 1. Damage The Damage Report lists all your forces and gives general health and status for them. At the top of the list is your casualty percent showing the number of your forces left in the battle. Below that is a strength rating. This doesn't count towards anything, but shows what percent of the army is left based on the points they cost. On the other side of the page is your opponents army. This gives general descriptions of their health and status. The only forces shown are those your army is aware of. If one of your opponents forces is knocked out of action before you ever draw a LoS on it, then it will never appear in this list. Casualty and Strength ratings are only given for yourself. To move from page to page, click on the '-' and '+' buttons at the bottom right of the screen. When you're finished, click on the 'X'. a. VEHICLE SPECIAL DAMAGE An area that hasn't been touched on yet is Special Vehicle Damage. If a vehicle takes a beating during a turn, chances are things will go wrong with it: lose a weapon, steering failure, cracked hulls, loss of power and the like. This is represented by special vehicle damage. It can occur in turns where you take more than six hit points of damage. The more damage absorbed, the higher the chance of taking this extra damage. To see if your vehicle has any, click on any of your vehicle profiles in this report and hold the button down. A small report will be shown. 2. Objective The Objective Reports tells you the information needed to end the battle. The battle can be won in one of three ways. The first is casualties - once the percent of casualties exceeds that army's tolerance level, the army loses. The second and third entails destroying or occupying a certain area on the board. Casualties, though, is always a fall back ending to a battle. If the objective is occupying an area or destroying an area, this report will tell you what percent mst be occupied (destroyed) and what percent is now. It also tells you the casualty level tolerances. Once you are finished reading this, click a button. If the objective is to occupy or destroy an area, that area is now lit up with a red pattern (providing you can see that part of the field). You can move around the area with the right mouse button as usual. The left button will return the field to normal and allow you to continue with the game. 3. Scenario The scenario is the story that goes along with the battle. A good scenario story should say who is fighting and why, along with a little background. A good story makes the battle that much more interesting. When you're finished reading it, click the mouse button. 4. Weapons All the weapons used are shown here. Click on the NEXT and PREV buttons to cycle through them. All information relevant to the battle is in here. For more details, see The Customizer. When you're finished, click outside the description box. That's Circa 7000! After playing a few scenarios, you'll most likely want to start designing your own - drawing the battlefield, setting up the objective and picking the armies. For that there's the Game Maker. XI. THE GAME MAKER The Game Maker is a utility program that allows you to design your own complete battles - ready to played using Circa 7000. To build a battle a number of things must be done: drawing the battlefield, designing an ending, picking the armies, placing the armies on the battlefield and finally writing up a story to go with it. (But not necessarily in that order.) A. SUPPORT FILES To run the Game Maker, type "GMAKER" at the DOS prompt and press ENTER. The first screen that appears asks for the files that will be used to make the scenario. The defaults are those files that come packaged with the game. For the first couple scenarios, the defaults will be fine. (See the Customizer description when you're ready to start modifying the basics.) You can pick different Forces, Terrain and Weapons files by clicking on the box holding the file name. If you know the name of the file, type it in. If you don't, type '*' and a directory will appear. Click on the file you want. When the files are set, click on the FINISHED box at the bottom of the screen. XII. THE CHECKLIST The next screen is the official checklist of the Game Maker. It is a list of things you must do in order to make a scenario. As you do each one, a check appears in the appropriate box and the file name is listed. There are a few obvious orders that need to be considered. For instance, you can't place an army before you pick it. To choose an item on the list, click on the box with the left mouse button. To get out of any of these choices without making any changes, press ESC. A. ENTERING FILE NAMES DIRECTLY It's recommended that you use the left mouse button and go through each of these options while making your scenario. However, as a short cut, click on your choice with the right mouse button. This will allow you to type in the file name which will appear to the right of the option. You have to be careful because the program does not check to ensure it makes sense. It also allows you to specify the files in any order, i.e. you can specify the Place Army options before picking your army. If you do specify a file this way that doesn't exist, the Game Maker will catch it while compiling your scenario. B. ONE WAY TO SET UP AN E-MAIL GAME Here's a method for designing a scenario with an E-mail when you want the setup and army choices to be a surprise. Player A (the one who goes first) is in charge of putting the scenario together. Both players are given the battlefield file (*.btt) and a description of the ending. Both players can then pick their army and place them on the field. If you look at Army files (*.arm) and compare them with Placement files (*.pla/b) you'll notice they are very similiar. The only difference is that the Placement file contains more details. Therefore, Player B only needs to send their Placement file (*.plb). Player A can incorporate this into the scenario by clicking on Place Army B with the right button and typing in the name of the file. Any name can be specified for Pick Army B. (This name is just used to save the army at the end.) Using this method, Player A does not see Player B's setup or army at any time until the battle begins. XIII. DRAW BOARD This choice allows you to design the basic field the battle will take place on - this includes all the terrain and buildings. A. DRAW BOARD SCREEN When the Draw Board screen appears, there will be a Menu bar in the upper left hand corner of the screen. To the right of that will be all the different terrain types that you may use. The rest of the screen displays the part of the battlefield that you can currently work on. Initially it is all grassland. B. CHOOSING A TERRAIN To choose a terrain, simply click the left button on the terrain square. A box will appear around it, showing that it is the currently chosen terrain. If you click the right mouse button on it, an information box will appear describing the terrain. C. PUTTING TERRAIN ON THE BATTLEFIELD If you are in the game board section of the screen and you press the left mouse button, the chosen terrain will appear on the board. If you drag the mouse around the board a trail of the terrain will follow. To move around the game board, click your right button on any square of the board and it will be centered on the screen. The menu bar presents several choices. Click with the left button to pull it down and to make choices. Clicking elsewhere on the screen will cause the menu to go back up. D. BUILDINGS Circa 7000 has a healthy support of buildings. Buildings consist mainly of floors and walls (you can also throw in windows and doorways). They all have one level in them and are drawn with the roofs removed. Looking down on them, you actually see in them as if the roof were invisible. E. COLLAPSING CEILINGS I designed the floors so that when they are destroyed, a load of rubble appears - the same load as when a wall falls. This represents the ceiling falling in (i.e. it suddenly becomes visible.) It represents it so well, in matter of fact, that terrain with the phrase "floor" in it is also assumed to have a ceiling. If you have a force standing on a square when the ceiling collapses, it will take extra damage automatically. (On a side note, any terrain with the phrase "window" in it will only allow troops to enter it.) 1. Load Board This allows you to load previous boards. Once they are loaded you can edit them as you wish. You will be warned if you are loading in a board over one that has been edited but not saved. 2. Save Board It is important to save the board often to avoid losing any information. It is also necessary to save the board in order to be finished with it. When this selection has been made, you will be prompted for a name. This name will then be associated with this particular board and will appear in the checklist. Battlefield files have a ".btt" extension. 3. Fill All When this is clicked on, the current terrain will fill the entire board. For example, to fill the entire board with forest, click the left mouse button on the forest terrain. A box will appear around it. Then go the menu bar, click on it. Then click on FILL ALL. Your board will then become all forest. 4. Finished Once everything is done to you satisfaction, and the game board has been saved, press on FINISH to take you back to the main menu. Once you get there, you will notice the name of your game board to the right of Draw Board and a check to the left showing it has been completed. XIV. GAME STORY Every good game needs a good story to set it up. When this choice is made from the checklist, you are taken to a text editor. Here you write the entire scenario behind your battle -who is in it and why, what brought them here and the objectives of the battle. Everything the players need to know to play each game should be included in this story. To start typing in the scenario, click your mouse within the big text box in the center of the screen. Doing so will cause the cursor to appear. When you are finished typing, hit the 'ESC' button to bring the mouse cursor back again. In the upper left corner, there is a menu bar. By clicking on it, the menu will pull down, giving 4 choices. A. New Story To clear out the current story and start a new one, use this option. You will be warned if you are erasing anything that has not been saved. B. Load Story This allows you to load in previous stories. For this and all choices, loading a file will cause that file to appear in the checklist - unless you save it again under a different name. So, to associate a file with your scenario, go to that choice, load the file and then you can leave without saving. C. Save Story When choosing this, you will be prompted for a name to the story. This is the only other way to associate a file with a scenario in the checklist. Story files have a ".sty" extension. D. Finished After you have saved your scenario and wish to leave the editor, you may make this selection to return to the main menu, where the Game Story will be checked off. XV. END GAME When making this choice a menu with three choices will appear in the middle of the screen. These are the ways to end a game: percentage of casualties, occupying an area of the battlefield, and destroying an area of the battlefield. Click on how you wish to determine when the game ends. This should correlate somewhat to your scenario as described in the game story. A. CASUALTY ENDING This is the most common game ending. It simply means that once a certain percentage of your army is knocked out of action, you must retreat from the battlefield and take your losses. When choosing this option you will be prompted for the percentage for each side. The percentage has a range from 50% to 100% in increments of 5%. Simply click on the + and - on either side of the percentage to increase or decrease the percentage. When the percentages are at the chosen value, click on the finished bar. You will be prompted for a file name to save the data. Then you will return to the main menu. B. OCCUPY AN AREA ENDING When this option is chosen, the battlefield file listed next to the Draw Board listing in the main menu will be shown. Clicking the right button on any square will center that square on the screen. Once you have chosen what area must be occupied, you use the mouse to draw a box around it. In one of the corners of the area press and hold the left mouse button. Drag the mouse to draw the box. When the box encompasses the area, let go of the button. C. RESIZING THE AREA If you wish to resize the box, press and hold the left mouse button on any of the corners. Then drag the mouse to resize the box, letting go of the button when the box is satisfactory. If you want a box that extends to a part of the battlefield not shown on the screen, draw as much of the box as you can and let go of the left button. Use the right button to reposition the battlefield on the screen but where part of your box is still showing. Then simply grab a corner of the box with the left mouse button and continue to size the box. Once the box is drawn, you will be asked which army must occupy this area. You will specify it by either clicking on the A box or the B box. Army A and Army B are entirely defined by which army is contained in the file listed by 'Pick Army A' and 'Pick Army B' in the checklist. Following this, you will be prompted to enter a number describing the percentage of this area that must be occupied. This percentage is based on the number of squares the forces occupy within the box divided by the total number of squares within the box. Troops take up one square, while mechs take four squares and major vehicles, i.e. tanks, hovercraft, etc, take nine squares. If a mech is only half way into a designated area, only two squares will count as occupying the area. If an army is supposed to occupy an area, but doesn't have enough forces left to do it, then it obviously can't secure its objective. Because of this reason, the Casualty option is always a back up to Occupy and Destroy objectives. After completing the Occupy questions, you'll be prompted to enter the Casualty levels as in the previous section. This represents your will to fight for the objective. Meaning your army can still win a battle even though you didn't occupy what you were supposed to. Instead you routed the opposing army and then were free to occupy the entire field. D. DESTROY AN AREA ENDING Be sure to read through 'Occupy an Area' because these two options are parallel with one exception: the box you define is meant to be destroyed instead of occupied. Almost all terrain can be destroyed. Notable exceptions are deep and shallow water. When a terrain is destroyed it can change, i.e. boulder to rubble, and/or become blackened. Either way it will be obvious that the terrain has taken damage. Terrain takes damage just like any of your forces and usually right along with your forces. If you blast a mech with a rocket, the terrain it's on can just as likely be damaged as the mech. All terrain has a strength of 7. XVI. PICK ARMY (A or B) The makeup of the army is completely in your hands. You choose what men, machines and vehicles to include in your army and how many of each. When picking your army, you also have the choice of what colors the uniform of each of your forces should have. This allows you to create battalions and squadrons along with any special forces and keep them separate with different color schemes. A. PICK ARMY SCREEN The main part of the screen holds your army. When the screen first appears, the box will be empty except for the word 'Army' in the upper left hand and 'Points' in the upper right hand corner. On the right hand side of the screen are the available forces that you have to choose from to make up your army. At the top of the screen are two menu bars labelled 'Army' and 'Make Up'. Up to 20 different troops types are supported in Circa 7000. B. ADDING FORCES TO YOUR ARMY Each army can have a total of 100 points. The value of each force is listed below its respective picture on the right of the screen. To begin, one of the forces will have a box around it. This indicates that it is the currently chosen force and its stats will appear in the lower right corner of the screen. You can change the currently chosen force by clicking on other forces. By clicking a second time on a boxed force, it will be added to your army and appear in the army portion of the screen. C. REMOVING FORCES FROM YOUR ARMY If you decide that you do not want that piece in your army, you can then click the left mouse button on it in the army window and it will disappear. Clicking the right mouse on a troop within this area will pop up a box describing the stats of that force. When first creating an army, these will all be the same. But when the vets come back from battle, you should see some changes. Note that once you remove a veteran from your army, it cannot come back. You will get a confirmation box making sure you do want to kick out a veteran before doing so. D. ARMY POINTS Note that when you add forces to your army the point total decreases and when you take forces away, it increases. When you get to zero points, no more forces can be added. There are some limits on how many of each size force can be shown on the screen. These are relatively high and shouldn't be a problem. Just be aware that this may be the reason for forces not showing up on the right hand side of the screen or your army quits accepting new recruits. E. MENU BAR Picking your forces is only half the job of creating an army. In addition to that, there are other modifications to make. Click on the Make Up menu bar to see these following choices: 1. COLOR When you click on this, 10 color bars will appear below the menu bars and above the main window. Click on one of these with your left mouse button to choose it. When you do, a box will appear around it. Now, if you click on any forces in your army, they will change to that color scheme. Note that 10 colors and 20 different forces can give you 200 unique looking forces. 2. ACTIVE/RESERVE When this is chosen either an A (active) or R (reserve) will appear below each of your forces. When a piece is active, that means it will appear in the next battle (as opposed to being left out). Therefore, if the scenario only calls for a small force, or it is a city with streets too narrow for tanks, those pieces can be put on reserve and will not partake in the next adventure. Click on each piece to toggle between active and reserve. This doesn't allow you to go above the 100 point limit. It's just a way to keep from having to get rid of your veterans unnecessarily. 3. ORDERING Ordering your army isn't a necessity in choosing your army - simply a convenience. When you choose this, a number will appear below each of your forces. This is the order in which your forces will move, shoot, etc. throughout the game and is a good way to group squads together. The numbers start out in the order you chose your army. When chosen, two squares appear below the menu bar. One is marked COUNT and the other REARRANGE. The count box holds a number that is used to number the forces in the army. When you click on a force, that force takes on the number in the count box. The count then increases by one. So, for example, if the count is at 10 and you click on a force that is numbered 5, that force changes to 10. The force that originally was numbered 10 is now numbered 5. After you are finished ordering your army (or any time in between) click on Rearrange. This moves all the forces around so that they once again are numbered consecutively. If there are any spaces in your line up, it also fills those in. Lastly, you can increase the count by clicking on the '+' or '-'. Or, conversely, click on the box itself and type in a number. 4. ADD/SUBTRACT Use this to go back to the default setting of adding and subtracting forces to your army. Under the ARMY MENU you will find: 5. CHANGE NAME This changes the name of your army. After picking this, a prompt will appear asking for a new name. This name will then appear in the upper left corner of the army window. Making the names of the armies fit in with the story adds extra flavor. 6. NEW ARMY This erases your current army and starts you over from scratch. A warning will be given if there are any pending changes to your current army. 7. LOAD ARMY This allows you to bring in a old army from disk. You can then continue to edit it as you wish. If this is after a battle, only the survivors will be included. 8. SAVE ARMY The name under which you save your army does not necessarily have to be the name of the army. However, some correlation would make it easier. You must save your army before finishing. The extension of all armies - A or B - is ".arm". Be sure you save your A and B army files under different names. 9. FINISHED After you have saved your army, this will take you back to the main menu. To the right of Pick Army, the name of the file you saved your army under will appear. XVII. PLACE ARMY (A or B) Placing your armies cannot be done until after they have been picked and the battlefield has been drawn. Only after that can you proceed with this option. The screen for this option is split into two sections - a narrow one on the left and a much larger one on the right. On the right, the landscape listed next to Draw Board in the Main Menu will appear. The left side of the screen is where the forces to be placed appear. At the top of the left window under PLACING, a force from your army will appear. Below that is a grid of arrows pointing in the eight directions. Click on the arrows to make the piece face in that direction. Below that, several options are listed. A. NEXT Shuffles to the next piece in the army. This piece will then come up when all the other pieces have cycled through. B. RANDOM Places the remaining pieces in the army in random positions and directions across the board. This is great for simulating parachute or space pod drops. C. FINISHED When everything has been placed, click here. You will be prompted for a name to save the placement under and then returned to the main menu. The larger window housing the landscape is where the actual placing of the army occurs. To move around the landscape, click the right button on a square to center it. By pressing the left mouse button, the army piece shown in the left window will be placed on the landscape where the mouse is pointing. Note that the direction it faces depends on the direction its facing in the left window. For example, to have a mech placed on the board facing to the right, you would click on the right facing arrow in the left window when the mech appears in above the arrows. This causes the mech to face to the right. Now you can place the mech on the landscape and it will be pointed in the correct direction. After a piece has been placed, another piece will appear in the left window. If you have placed a piece in the wrong position, click the left mouse button on it in the battlefield. It will disappear from the battlefield and be placed back in the army pool. Note that only the forces in your army that had been marked active will be placed on the battlefield and that they cannot be placed on impassable terrain. Once you click on the FINISHED button, a box will appear asking if the army is familiar with the battlefield. If you click on YES, that means the army has been there before and knows the layout of the field. From the very beginning of the game, this army will see the whole battlefield (but not necessarily the opposing army). If you click NO then the battlefield is initially fuzzed over. The battlefield reveals itself only as the forces in the army can see it. If an army is invading a bunker, one army would be familiar with the layout while the other wouldn't, for instance. Lastly you'll be asked for a file name to save the placements in. These files will have extensions of ".pla" and ".plb" for Place Army A and B. XVIII. FINISHED Last in the main menu is the FINISHED choice. When all the other choices in the list have been checked off, you may use this command. When clicked on, all the files in the checklist will be confirmed and you will be notified of what still has to be completed. After this, you will be prompted for a name to be given to the entire scenario. Under this name, all the information that you have provided, and all your designs will be compiled into the single file used by Circa 7000. Note that each file used is left untouched so that it can be used for other scenarios. Once you've made several scenarios, you'll most likely find the choices for creating them somewhat limited. This takes you to the Customizer, which allows you to create your own forces,terrain and weapons. XIX. THE CUSTOMIZER A. OVERVIEW The Customizer allows you to make the building blocks of battles. Up to 40 terrains can be supported for any one battle along with 20 different forces and 15 weapons. A lot of what has come with the game is my own personal taste. If any of this doesn't suit you, or it simply isn't enough, this is where to change the game to make it fit your personal taste. B. OPENING SCREEN When you start the Customizer (type 'CUSTOMIZ' at the DOS prompt), you will get a basic list of options: Customize Forces, Terrain or Weapons. Click on any of these to go to option. Each of these options is set up basically the same way and is easy to figure out. Therefore, only a quick overview will be given on the mechanics of the program and more time given to what all the stats actually mean. XX. CUSTOMIZE FORCES To start, load in a Forces file by clicking on the LOAD FORCES button at the bottom of the screen. (Again, enter '*' if you want the directory of choices.) The boxes along the bottom of the screen will be filled with the forces. Forces come in three sizes, which can go by any number of names. Small, medium and large suffice for game play. So does Size 1, 2 and 3 which specifies how many squares on a side the force is. The Customizer refers to them as size 16, 32 and 48 which specifies how many pixels on a side the force is. A. DRAWING YOUR FORCES To edit the picture of the force, click on one of the forces in the line up at the bottom of the page. It will be highlighted. Next, click on the big gray arrow on the left of the screen that points to the large green boxes covering the top of the screen. The force will be redrawn up here at a much larger scale. This is where you edit the picture. In between the two pictures are a number of colored boxes. These are the colors you can use to draw your forces. All forces are drawn in red with dark red shading. These reds are the colors changed when drawing forces in different colors. The black, white and gray shades remain constant. To draw, use the left mouse button. The right button is the background color (green). As you draw the big version, a small version is updated to the right of it. Always draw your force facing up in the left drawing square. The right square shows the figure at an angle. This must always be turned 45 degrees clockwise from the one on the left. Both of these together will combine for the 8 facing directions. Once you are finished drawing your force in the left drawing square, click on the arrow at the very top of the screen that points to the right. This will make an attempt to rotate your force 45 degrees and put it in the right drawing square. Because there isn't a one-to-one correspondence, you'll need to do some cosmetic work. When done, highlight where you want the force to go in the lineup. Then press the gray area on the right of the screen to put it there. The second half of designing a force is to specify all its stats. Click on STATS at the bottom of the screen to do this. B. STATS A new screen appears with lots of information to fill in. Clicking on the -'s and +'s along with the PREV and NEXT words will change the information. Three weapons are shown. Cycle through them until you find the desired weapon. If you don't want any, cycle until the box is black. Then set the firing arc associated with each weapon. The arc is drawn to match it. Lastly, move the purple square until it represents approximately which square it is located on a force. These last two attributes assume the force is facing towards the top of the screen. Most of the other stats on this page you have been exposed to. The exception is the toughness and save of the force. C. WORKING OUT DAMAGE To find the chances of being hit, compare the toughness of the force to the strength of the weapon shooting at it. If they are the same, then there is a 50/50 chance the force will take a hit. For each point of difference, this chance changes by 10%. A strength 4 weapon has a 60% chance of damaging a force with a 3 toughness. A strength 4 weapon has a 40% chance of damaging a strength 5 weapon. The SAVE stat gives your force a chance of nullifying the damage - perhaps by small size, thick armor or just an unlucky shot. To see if damage is nullified, a random number from 1 to 10 is picked. If it is higher than the forces save, then damage is nullified. Weapons also have a save modifier. This is a negative number and is the modification to the random number. If the random number is 8 and the weapons save is -2, then the random number becomes 6. This is then the final number compared with the force's save. For example, a troop has a save of 7 and is shot by a weapon with a save of -2. An 8 is randomly generated - which would save the force from damage. But the weapons save is added, giving a 6, and the troop takes damage. The bottom line is: the lower the save of a force, the better chance it has to avoid damage. While the bigger the modifier of the weapon, the greater the chance is has of causing damage. Be sure to save your forces before quitting. XXI. CUSTOMIZE TERRAIN This option has almost the exact same setup as Customize Forces, except for this (and Customize Weapons) you only need to draw one image. Also, there is only the one screen. Start by loading in a terrain file. Highlight any one of them by clicking on them. Click on the right-pointing arrow to put in it the drawing box. Click on the left-pointing arrow to transfer the image to the highlighted box. With terrain, you can use any of the fourteen colors at the right of the screen to draw your terrain. Click on them to highlight them. Across the bottom half of the screen are the stats associated with the highlighted terrain (not necessarily the one in the drawing box). Click on the name in order to change it. It's a good idea, but not essential, that the terrain have unique names. MOVEMENT is the penalty for moving onto that terrain. Click on what it should be. PATHs is pretty straight forward. Only the biggest forces will leave paths in forest, while anyone will leave them in the sand. NUMBER of hits is how many hits the terrain takes before it is considered "destroyed". This is important for the "Destroy an Area" objective. "Diminishes Visibility By" is used for viewing and shooting. If something diminishes visibility by 100% (like walls), then nothing can see past it. If it is 50% (like woods), then you can see through two squares of it. If it's 0%, then you can see forever. This has a number of implications other than view. If weapons ignore terrain, they ignore all terrain - and forces - except for those that diminish visibility by 100%. This is because you don't want grenades to be thrown through walls. Visibility also plays a part in weapons that don't ignore terrain. If it's too thick to see through, it's probably too thick to shoot through, and the weapon shot is assumed to get tangled up in the terrain once the visibility hits 0%. The last use of visibility is firing at a target. If visibility is diminished by 50% (by sitting in the woods or firing through a window, for instance), your shooting skill will be reduced by 25%, or half. Therefore, try to make good use of cover. When terrain is destroyed (loses all its hit points), it can change to something else. Good examples are floor changing to collapsed ceilings or boulders to rubble. This can also help design bridges over water, for instance: when the bridge square is destroyed, it can change to water. Click on the "Changes to" option, then click on any of the terrains to get it to change to that. Most terrain will simply remain the same by "changing" to itself. XXII. CUSTOMIZE WEAPONS Lastly comes the weapons. Unlike terrain and forces, weapons are automatically loaded and must be cycled through (as opposed to having them all lined up and highlighting them). Long Range is the farthest a weapon can shoot. Short range is a an invisible boundary that separates long range from short range. Note the Long Range and Short Range Bonuses. This can be used to design weapons that are effective based on the distance they're shooting. These bonuses are percents (from - 100% to +100%) that are added to the force's shooting skills. For instance, a weapon can shoot (has a long range of) 18 squares, but tends not to be that accurate after 12. You can set the short range at 12 squares, make the Long Range Bonus -20% and the short range bonus 10%. This means a force with a shooting skill of 65% will have a 45% shooting skill past 12 squares and of 75% up to that point. See WORKING OUT DAMAGE above for information on strength and save. Damage is based on per square and is random up to that point. A shot that does damage 5 will do 1 to 5 points of damage. A 3x3 square explosion will do 1 to 5 points of damage for each square, for up to 45 points of damage total. A weapon that repeats shoots 2 to 4 times in a row, one after the other. Each shot is treated as completely independent of the others. XXIII. LAST FEW, RANDOM NOTES This covers all the important aspects of the Customizer. If you look at the .trr, .frc and .wpn files, you'll notice that they are simply text files. These can be sent straight over E-mail without any concern. They aren't encoded at all in order to make things easier and to allow a simple text editor to manipulate them. For instance, if you want to combine two terrain files, the easiest way to do it is cut and paste the two files together. There are no headers or footers to the files, but be sure your editor doesn't include any formatting codes when you save the file. When you combine files, be sure the terrain file doesn't have more than 40 entries. Forces file can handle a max of 20. Even though I only have 15 weapons in what I released, you can actually have a max of 20. (I guess I didn't see the need for that many, but left room in case someone else did.) I'm very open to hearing any comments on the game. If you have any ideas for what you want changed or things added, please send them to me. Future versions of this game are a very real possibility but depend heavily on the overall response I get to this release. If you have a shareware version of this game, I (obviously) recommend registering it. Giving the game the personal touch is easy and adds a whole new dimension. Plus in doing this, you can trade your files with the whole world via wais.com. Send all your comments, complaints, and questions to me at cooney@ix.netcom.com or through the mail to: Michael Cooney Circa 7000 PO Box 2181 El Segundo, CA 90245-1281