Welcome to Project Rebelstar v0.84

Rebelstar Return is based on a game 
by Jullian Gollop which came out in the 
1980s for the Spectrum and the Amstrad 
computers.  

This version is based on the Amstrad 
version as that was the one I used to 
play. After replaying Rebelstar using 
an emulator, and being frustrated by the 
user interface, I decided that would
rewrite it. It would be a nice project 
that I could do to see if I could 
actually program something.  I 
am not a programmer and so this has 
purely been done as a hobby.

This program is not yet finished. At the 
moment it is set up to only play 
Rebelstar and Luxor F-242. The intention 
is that it will also to play other types 
of games using different graphics and 
maps. The first one will be a Fantasy game.


Many aspects of the game have been 
implemented and the game is playable. 
However, there are a number elements not 
yet realised.

1. Opportunity fire (overwatch) is 
   implemented for both the Raiders and the 
   Operatives.  Note its non-directional, i.e.
   soldiers see through the back of their head. 
   Soldiers in overwatch are marked by a 
   little white circle. If a soldier in
   overwatch is shot then they are removed
   from overwatch. 

2. Reinforcements are available, set up 
   using a simple scripted event. When the 
   five laser defence units are destroyed th 
   reinforcements will arrive. 

3. There are still a number of bugs. 
   There are some problems with screen 
   updates.  When placing characters make sure 
   the mouse doesn't select an empty box after you
   have selected  a character.  There are probably 
   many other bugs and problems please email 
   them to me, preferably include a saved 
   game if you think it helps. 

4. It is is possible to pick up items, but it costs no AP
    points. Also no checks are being made. Selecting
   a ronot weapon will result i the wrong Icon being displayed.
  However, it is possible to pick up that photon weapon :)

5. The MediKit works - select the MediKit 
   from the equipment list and then click on 
   the wounded soldier. Both the medic and 
   the wounded soldier should stand next to 
   each other. If treatment is possible, 
   both soldiers forfeit their remaining APs 
   for that round.  It is possible to heal 
   the healer. Soldiers carrying a MediKit 
   are marked with a tiny Red Cross symbol. 
   Wounded soldiers are recognisable by a 
   red dot
6. It is possible to reload weapons, 
   select the ammunition from the equipment 
   and if the cursor changes to a point hand 
   click on the main weapon in the top slot 
   of the equipment list.  This will reload, 
   any remaining bullets in a weapon are 
   currently discarded. 
7. When a soldier is selected you can use 
   the Right Mouse Button to click on screen 
   to get movement cost indication. This is 
   not entirely accurate as it does not take 
   account of doorways, this may be 
   rectified at a later date.
8. Difficulty levels are also implemented 
   but at present the main difference  is 
   the number of foes to face.

If you are having difficulty with the 
refresh rate in the game then try the 
following. To increase the screen-refresh 
rate put windows into a screen 1024x768 
in16bit colour then set the refresh rate 
to a higher setting. When that is done 
switch back to your usual screen 
resolution. 

Still to do
1. New weapons including, missile launcher
   and hand grenades.  The grenades will
   a bit more strategy when dealing with
   enemies waiting in overwatch. The grenades
   will come in either exploding versions and
   smoke grenades.
   A flame thrower already exists.
2. New graphics / game concept.  I would like
   make a fantasy version of the game including
   bowman, fighters, priests and wizards.
   Also a Warhammer 40k version would be cool,
   sort of like Spacehulk.
3. Better AI. Presently the computer does make
   some reasonable decisions, but I would like
   it base some of its decisions by the presence
   of dead comrades lying nearby, and the overall
   agressiveness of the central Computer.  i.e.
   attitudes like Attack and  defensive.
5. Psychology, panic, routing all that kind of thing.
6. Exploding scenery
7. Removal of Bugs!

=========================================
Hardware Requirements

No idea.  However you should have 
a sound card, and a reasonable video 
card. I have tried running it on a 
Pentium 200 with a 4 meg video card and 
had no problems.  I wrote it on a dual-
celeron 450Mhz in windows 2000 using a 
Asus TNT2. I have also tried it on a 
Laptop with an ATI videocard.

If you have hardware that does not work with
this program or shows major quirks please email me.

email to : Ralph@zap.a2000.nl

The program was written using Delphi 4.0 
and DelphiX.  At the moment I have no 
plans for releasing the code.  Mainly 
because its such a mess.  I am not a 
programmer, I wrote this program as a 
hobby. However, I haven't said that I
can't be persuaded.

Updates will be available at

http://people.a2000.nl/rwesseli/delphi.html

at least until 2002.

There is a Map Utility and if people ask 
I will make it available. It is a bit 
crude but works well enough.

========================================================
   
     Ralph Wesseling, 15-08-2000



    ==  ==      Dr. Ralph Wesseling
  [ @ / @  ]    ralph@zap.a2000.nl
     /           ________________________________________
    (_)         "The views expressed on this programme
    ____)       are bloody good ones." Fred Dagg, 197?
                 _________________________________________

18-8-2000 release version 0.80 the first public release

19-8-2000 released small update, mainly to description files
          but also some changes to the AI which should make the
          luxor scenario more balanced.

21-8-2000 Another update. Due to popular request it is now possible to 
          pick up items. Its a bit crude, doens't cost any APs. But at least
          you can pick up the Photon or the Flamethrower from dead
          comrades :)  Also bugs squashed. Ammo bug when switching
          from one firearm to another. Icons are enanbled and displayed
          contingent on weapon carried.

 4-9-2000 Version 0.84 Removed some bugs with the flamethrower. Flames dissipate more quickly.
          Users with multiple could not play the Rebelstar, this is now rectified. 
          Started optimising some of the slower redrawing routines.  The Luxor scenario 
          is now complete. An event system based on the number of turns has now been 
          implemented.  This means that in the Luxor scenario the player and 
          the robots both receive reinforcements during the game.
