@node Mac Xconq, , Top, Top

@chapter Mac Xconq

@menu
* Introduction to Mac Xconq::	Introduction to Mac Xconq
* Playing Mac Xconq::			Playing Mac Xconq
* Troubleshooting Mac Xconq::	Troubleshooting Mac Xconq
@end menu

@node Introduction to Mac Xconq, Playing Mac Xconq, Mac Xconq, Mac Xconq

@section Introduction to Mac Xconq

@i{Xconq} on the Macintosh(r) features multiple windows,
click-and-drag operations, both menu and keyboard access to commands,
and support for both b/w and color displays.

@menu
* Installing Mac Xconq::
* Guide to Files and Folders::  
* Viewing and Printing the Documentation on Mac::  
* Introductory Game with Mac Xconq::  
@end menu

@node Installing Mac Xconq, Guide to Files and Folders, Introduction to Mac Xconq, Introduction to Mac Xconq

@subsection Installing Mac Xconq

@i{Xconq} requires no special installation once you have unpacked it.
Since the distribution consists of a number of files and folders in
addition to the application proper, it will be less confusing to keep
@i{Xconq} in a separate folder.

@node Guide to Files and Folders, Viewing and Printing the Documentation on Mac, Installing Mac Xconq, Introduction to Mac Xconq

@subsection Guide to Files and Folders

@samp{Xconq} is the game application.
It has been tested on nearly every kind
of Mac (including PowerMacs), all running 7.0 or better.
No init/extension compatibility problems have been reported so far.

@samp{XconqPPC} is the native PowerMac version of @i{Xconq}.
This is an optional component that may not be in every distribution.

@samp{lib} is a folder of game modules.

@samp{lib-mac} includes Mac-specific files referenced by game modules.
@i{Xconq} doesn't absolutely require these files, but you may
lose some pictures or sound effects without them.

@samp{doc-html} is the folder of documentation in HTML format.

@samp{WebMe.html} is an HTML page with links to the parts of the manual
most useful to Mac users.  This is the easiest way to get started with
looking at the manual; either open this file from your viewer or drag it
onto your viewer's icon, then follow the links displayed.

@samp{IMFApp} is a small utility for game designers to display and convert
images used in @i{Xconq} games.
See below for information on how to use @samp{IMFApp}.

@samp{NEWS} is information about notable changes in each release.

@samp{COPYING} is a copy of the GNU Public License, which is a special kind
of copyright that allows you to redistribute Xconq sources and binaries
as long as you allow your recipients to do the same.

@node Viewing and Printing the Documentation on Mac, Introductory Game with Mac Xconq, Guide to Files and Folders, Introduction to Mac Xconq

@subsection Viewing and Printing the Documentation on Mac

The standard distribution comes with documentation in the
form of HTML files, which you can look at using your favorite
Web browser.  You can also print them out using the browser.

You have several other alternatives for viewing the documentation
as well.  If you're interested, see the X11 part of the manual
for more detail.

@node Introductory Game with Mac Xconq, , Viewing and Printing the Documentation on Mac, Introduction to Mac Xconq

@subsection Introductory Game with Mac Xconq

Double-click on the @i{Xconq} icon.  You get an initial screen with
several buttons.  Click on ``New''.  You get a list of available games.
The ``Introductory'' game will be at the top of the list and selected
already.  Click on ``OK''.  You then get a list of sides and players;
click ``OK'' again.  After some activity, you see several windows open
up.

The most important window is the map.  It's mostly black, indicating
that you don't know anything about what's out there.  You should see a
small picture of a city, and a small picture of a diagonal line of
soldiers below it; the soldiers have a heavy black outline around them,
along with a moving marquee around that.  This means that they are ready
to move.  Note that the cursor is a arrow, and that it always points
away from the soldiers.  This means that if you click anywhere in the
map, the soldiers (your @i{infantry unit}) will try to move to the place
you clicked.  This happens the same whether you click in an adjacent hex
(or @i{cell}) or one far away, or even somewhere out in unknown regions.
Your infantry is smart enough to find its way around some obstacles, and
will stop and wait for new orders if they are blocked.

Click to move the infantry a few times.  Notice that the turn number is
changing at each move.  Then all of a sudden @i{Xconq} will highlight a
new infantry!  Your city was working on it quietly while you were moving
the first one; now @i{Xconq} will ping-pong between the two, asking
first about one, then the other.  Get used to it - it won't be long
before you have dozens or even hundreds of units at your command!
Fortunately for your sanity, @i{Xconq} provides some assistance - more
on that later.

At this point you should have several infantry wandering around.  Use
them to explore the world - send each out in a different direction so as
to learn the most the fastest.  Eventually they will have spread out so
much that @i{Xconq} has to scroll over to each one before asking about
it.  This can be a little disorienting.  One thing you can do is to go
to a lower magnification for the map; either click on the small
mountains picture in the lower corner of the map window, or go to the
``View'' menu and pick something from ``Set Mag''.  With a little
experimentation, you will see that you can magnify so much that a single
hex nearly fills the window, or make the whole world appear to be the
size of a postage stamp.

Sooner or later you will encounter either an independent city or an
enemy unit of some sort.  You can tell which is which by looking at the
emblem in the upper right of the unit; independents have nothing, while
enemies have a small ``2''.  To attack either, just click to move your
infantry into the other unit's cell.  There will be a bit of flashing,
and then either nothing happens, your infantry disappears, the other
unit disappears, or if a city, it changes to be on your side.  In the
last case, you have just captured your first city!

Capturing cities is good, because you can then have them build more
units for you.  When the city is ready to start building, it will be
selected just like your mobile units; select ``Build'' from the ``Play''
menu, which then brings up the construction window.  Click on a type of
unit (on the right side list), then ``Construct''; this tells the city
to produce units of that type, as many as is indicated by the little
text box in the upper right corner.  You can choose to build more
infantry, or you can choose armor, which takes longer to build but moves
twice as fast (except in the mountains).

Building units and spreading them across the world is what this game is
all about; you win when the enemy side has been entirely captured or
eliminated.  If it's being run by the computer's AI, it may just resign
if hopelessly outnumbered.  You should try to capture the enemy cities
whenever possible; even if it is immediately recaptured, the disruption
works in your favor.

You will probably discover that when you have a large number of units,
you get traffic jams because units can't move through each other.  This
is because the intro game does not allow ``stacking'', for simplicity.
Most of the regular @i{Xconq} games do allow stacking.

When you're comfortable with how to play @i{Xconq}, you're ready to play
the standard game.

@node Playing Mac Xconq, Troubleshooting Mac Xconq, Introduction to Mac Xconq, Mac Xconq

@section Playing Mac Xconq

@menu
* Starting a Game::             
* Playing a Game::              
* Menus::                       
* Windows::                     
* Keyboard Commands::           
@end menu

@node Starting a Game, Playing a Game, Playing Mac Xconq, Playing Mac Xconq

@subsection Starting a Game

The splash screen gives you four choices:
``New'', which brings up a list of games;
``Open'', which allows you to pick a file;
``Connect'', which will allow you to pick a game to join;
and ``Quit'', which lets you escape.

Usually you will want to choose ``New'',
which brings up a dialog listing all the games.
You can select one and see a brief description of it.

You can also load a game from a file by choosing ``Open''.
This just uses the standard Mac file-opening dialog.
You restore a saved game this way.
You can also open from the Finder by
double-clicking on the file's icon.

@menu
* Loading a Game::              
* Choosing Variants::                    
* Player Setup::                
* Final Setup::                 
@end menu

@node Loading a Game, Choosing Variants, Starting a Game, Starting a Game

@subsubsection Loading a Game

Whether you've chosen from New Game or Open Game,
@i{Xconq} will go through a loading process,
which may take a while if the game is large or complicated.

You may get some warning alerts, which are often benign
(such as an inability to find some images),
but others are indicative of disaster ahead.
If you see one and continue anyway,
don't be surprised if the game goes up in a cloud of smoke later!

@node Choosing Variants, Player Setup, Loading a Game, Starting a Game

@subsubsection Choosing Variants

If the game includes any ``variants'',
you will then get a dialog with assorted buttons and checkboxes to
choose from.  For instance, some games let you choose whether the
whole world is visible when you start,
or what kind of scoring system to use.

Different games have different variants,
but there are several used by many games.

The ``World Seen'' checkbox, when set, makes the whole world seen right
from the beginning of the game.  This only affects the initial view,
and you will only see some types of units belonging to other players,
such as their cities.

The ``See All'' checkbox makes everything seen all the time,
right down to each occupant of each unit of each side.
This makes @i{Xconq} more like a boardgame,
where little or nothing is secret.

The ``World Size'' button brings up a dialog that you can use to change
the dimensions of the world in everybody will be playing.
In @i{Xconq}, the available area of the world is either a hexagon,
or a cylinder wrapping entirely around the world.
Click or drag within the display area of the dialog to select an
approximate size, or type in the text boxes.
You get the cylinder by setting the circumference equal
to the width of the area. See the generic player's manual
for more details about world size and shape, and be aware
that it's very easy to select a world that is much too large
for reasonable play (the default of 60x30 is a medium-sized game;
200x100 is enormous!)

The ``Real Time'' button brings up a dialog that you can use to set
realtime countdowns.  You can limit both the total time allotted to a game,
to each turn, and/or to each side.

@node Player Setup, Final Setup, Choosing Variants, Starting a Game

@subsubsection Player Setup

The player setup window shows the sides that will be in the game
and who will play each side.
As with the variants, you will often just want to accept it
(click ``OK''), since the game's designer usually sets the defaults reasonably.

If you want to change the setup,
you first need to understand the current set of sides and proposed players.
Each entry in the list of sides starts off with the side's emblem
(if it has one), followed by the name of side, then in italics,
some information about the player, and then the initial advantage
for the player.  You, the person sitting in front of the screen,
is described as ``You'', while players that are actually run by the
computer are described as ``AI mplayer'', ``AI'' being short for
``artificial intelligence''
(In some games, a player may be a specialized AI, named @var{name},
in which case it will be described as ``AI @var{name}''.)

In games that allow you to have more than the default number of sides,
you can just click the ``Add'' button.
All the other controls require you to have selected a side/player pair.
You can do this by clicking anywhere in one of the boxes describing
the side/player pair, which will be highlighted in response.

The @samp{Computer} button toggles the AI for that side.
You can add an AI to any side (including your own side; more on that later).
You can also remove the AI from any side; a side with no AI and no
human player will just sit quietly and do nothing throughout the entire game. 
Units on the side will fight back if attacked, just like any other units,
but if you capture things like cities, the side won't even attempt to
take them back.

If you don't like the side you're on, you can use the @samp{Exchange}
button to switch.  The ordering of the sides is fixed,
so exchange just exchanges players between the currently selected
side/player pair and the next one.  It can take a little experimentation
to get the hang of using this, but you can generate any arrangement
of players using a combination of selection and exchange.

@node Final Setup,  , Player Setup, Starting a Game

@subsubsection Final Setup

When you have OKed all the setup dialogs, @i{Xconq} will finish setting
up the game.  For some games, this will take quite a while - @i{Xconq}
generates random terrain, positions countries so that they are neither
too close nor too far apart, and does many other things to set up the
game, so just kick back and watch the progress bars.

Once everything is set up, @i{Xconq} then opens up the game window, the
instructions window, and one map window for you.  The map shows you
terrain with different patterns, and your playing pieces (units) with
small pictures.

Note that @i{Xconq} allows all players, including AIs, to
start doing things as soon as the windows come up.  You may even find yourself
being attacked before you know what's happening!  This is a feature; the
AI isn't good enough to afford to give you any breaks.

@node Playing a Game, Menus, Starting a Game, Playing Mac Xconq

@subsection Playing a Game

The basic pattern of play is to find a unit in a map or list window,
click once to select it, and then pick commands from the @samp{Play} menu.
There is also an ``auto-select'' mode that does the selection for you
and interprets mouse clicks as movement commands; @i{Xconq} actually
starts up in this mode.

You can select units by clicking on a unit, shift-clicking a group,
dragging out a selection rectangle, or by using Command-A to select all
units.  A selected unit is indicated by an outline box - solid black to
indicate that it can move, dark gray to indicate that it cannot move,
and gray to indicate that it cannot do anything at all (at least during
this turn; some types of units may only get to do something once in a
while).  If clicking on a unit image doesn't have any effect, then it's
not a unit that belongs to you.

To move a selected unit, drag the selected unit to its desired new
location.  The unit might not move right away if it doesn't have the
action points, but it may get some in the next turn.  To move all
selected units, do Command-click on the desired location and all of them
will attempt to move there.

To shoot at another unit, you can position the mouse over the desired
target, type `f', and all selected units will attempt to fire.
Since you can select all units, and the ones that can't fire will
simply do nothing, you can call down considerable
destruction with `f'!  If the target is too far away, nothing will
happen.  'f' can only fire at units that you actually have under
observation.  Use `Control-f' to fire into a cell where you can't
see anything.

To find out more about a unit, pick ``Closeup'' from the ``Play'' menu
or do `Command-I'.  This brings up a window that shows all kind of data
about a single unit.  You can leave this window up and it will always be
kept up-to-date.

To jump ahead to the next turn, do the menu command ``End Turn'' or
the key `return'.  You may have to do this if some of your units still have
action points, but not enough to do any of the things you want them to
do.

The Game window (`Command-1') shows the status of all the sides in the
game.  The window shows both the emblem (if available) and name of each
side.  A small computer icon indicates that an AI is running the side,
while a face icon indicates your side's relationship with the side
(smiling means friend/ally, frowning means enemy, flat expression means
neutral).

Each side also has a progress bar that shows how many actions its units
have left to do.

@c [describe auto-selection]

@node Menus, Windows, Playing a Game, Playing Mac Xconq

@subsection Menus

This section describes all the menus.

@menu
* File Menu::                   
* Edit Menu::                   
* Find Menu::                   
* Play Menu::                   
* More Menu::                   
* Side Menu::                   
* Windows Menu::                
* View Menu::                   
@end menu

@node File Menu, Edit Menu, Menus, Menus

@subsubsection File Menu

The File menu includes the usual sorts of commands that all Mac programs share.

@table @code

@item New Game
Brings up the new game dialog.

@item Open Game
Brings up a standard file dialog.
@i{Xconq} will assume the selected file to be a game module and
attempt to load it as such.

@item Connect
Use the Connect item to join in a game that is already running elsewhere.

@item Save
Saves the game to a file.

@item Save As
Saves the game to a file, with a name chosen from a dialog that pops up.

@item Preferences
Brings up a dialog that you can use to select various options.
See below for more detail.

@item Page Setup

@item Print Window
Prints the front window.

@item Resign
Offers your resignation.

@item Quit
Leaves @i{Xconq}.  If the game has not ended, you will be asked if you want to
save; if not, and the AI(s) don't want to quit, you may have to resign in order
to get out.

@end table

The Preferences dialog includes several screens of options you can set, the
specific screen being chosen from the popup at the top of the dialog.

The File group gives you some options relating to files.

@table @code

@item Checkpoint File
You can choose to have a game saved every few turns.  This is useful if you
want to be sure that a game is not lost due to a fatal error, such as running
out of memory because you're on a small machine.

@item Write Game Statistics File
You can choose to have @i{Xconq} write out a statistics file that shows a summary
of each sides' units' fates, average combat outcomes, and possibly other
interesting information about how the game went.

@end table

The Map Display group allows you to personalize your map windows.

@table @code

@item Grid
@item Names
These items set the default values for the View menu's display controls.

@item Prefer Color Unit Images
@i{Xconq} can support both full-color unit images and silhouettes based on
black-and-white images.  Full color is of course more colorful, but silhouettes
are more efficient in complex games.  Many games have images in only one style
or the other, so your choice may not have much effect in a specific game.

@item Prefer Solid Color Terrain
As with unit images, you can have your terrain displayed as areas of single solid
color, or as patterned areas.  Again, solid color is not as attractive, but it
reduces the ``noise level'' in a complex map display.

@item Show Latitude/Longitude
This option controls the display of latitude and longitude meridians.  This is
mainly useful for game designers building maps based on the real world.

@end table

The Font group gives you control over the size and appearance of the text used
in various windows.

@node Edit Menu, Find Menu, File Menu, Menus

@subsubsection Edit Menu

Note that there is no Undo.  Hey, this game is a life-or-death struggle,
and you may have noticed that you don't get an Undo in real life either...

@table @code

@item Cut
@item Copy
@item Paste
@item Clear

These are not normally enabled, but if a text entry window is up,
then you can use these in the usual way.  Examples of text entry
include the command input dialog and the construction run length
item in the construction dialog.

@item Select All
Selects all units that you are currently allowed to select.  Most
commands will operate on multiple unit selections, so this is a powerful
(and therefore dangerous) option.  For instance, if you select all units
then put them all to sleep, nobody will do anything at all.

@item Design...
The Design item is for access to game designer tools.  You cannot use
these during a normal game; you will be asked to confirm that you want
to design, and if so, @i{Xconq} will change all the windows
appropriately and bring up a special designer's palette.  This is a
one-way activity; once somebody in the game becomes a designer, all
players will be notified and computer-run players will no longer bother
to play.  (In case it's not obvious, this is because it's too easy to
cheat using the designer's powers.)

@end table

@node Find Menu, Play Menu, Edit Menu, Menus

@subsubsection Find Menu

This menu is for various kinds of searching.

@table @code

@item Previous Actor
This item selects the previous unit that can do actions.

@item Next Actor
This item selects the next unit that can do actions.

@item Next Occupant
This item selects the next occupant among the occupants of a unit or cell.
If the selected unit has occupants, then this command will select one of
those first, and if the selected unit is the last occupant, the the command
will select the transport; thus repeated uses of this command will eventually
cycle through all units at a single location.

@item Location...
This item brings up a dialog that allows you to type in a set of coordinates
or the name of a geographical feature, then scrolls the most recently-used
map over to that location.

@item Unit by Name...
This item brings up a dialog that allows you to type in a name of a unit,
then scrolls the most recently-used map over to that unit.

@item Distance...

@item Selected
This item scrolls the most recently-used map over to show the selected unit in a list.

@end table

@node Play Menu, More Menu, Find Menu, Menus

@subsubsection Play Menu

This menu is the main set of commands that you can give to individual units.
When you specify one of these, the units affected will be whatever is
selected in the window.  If the window is of a type that does not have
selected units (such as a help window), then the items on this menu will
be disabled.

@table @code

@item Closeup
This item opens closeups (see below) of all the selected units.

@item Move To...

@item Return
This item directs the selected units to return to the closest place where they can
replenish supplies that have been used up.
If the unit has been damaged, it will also look for places to get repairs.

@item Set Formation...
This item directs the selected units to maintain their current positions
relative to a given ``leader'' unit.

@item Wake
Wakes up the selected units.

@item Sleep
Puts the selected units to sleep.

@item Reserve
Puts the selected units into reserve.

@item Delay
Delays the move of the selected units until all other units have moved.

@item Build
Brings up the construction window and selects the first of the selected
units that can do construction.

@item Repair

@item Attack

@item Overrun

@item Fire
This item commands the selected units to fire at a given target
unit.

@item Fire Into
This item commands the selected units to fire into a given cell,
regardless of whether any units are actually there.

@item Detonate
This item commands the selected units to detonate.

@end table

@node More Menu, Side Menu, Play Menu, Menus

@subsubsection More Menu

The ``More'' menu contains additional actions, typically those that you
will need less often.

@table @code

@item Give...

@item Take...
Make the selected units take supplies from their transports if possible.

@item Embark
This item commands the selected units to get into the nearest transport.

@item Disembark
This item commands the selected units to get out of their transports but
remain at the transport's location, if stacking rules allow.

@item Drop...

@item Give Unit
This submenu gives you a list of sides to which you may give the selected
units.  If the side is grayed out, then the selected type(s) may not be
on that side.

@item Detach

@item Disband

@item Add Terrain
Make the selected units do terrain additions.

@item Remove Terrain

@item Rename...
This item brings up a dialog that allows you to rename the selected unit.
If the ``Random'' button is enabled, then there is a random name generator
available for that type of unit, and you may click it repeatedly to get
different randomly-generated or -selected names to choose from.

@end table

@node Side Menu, Windows Menu, More Menu, Menus

@subsubsection Side Menu

This menu is for overall control of the side you're playing.
 
@table @code

@item Closeup
This item will bring up a window that displays more details about a side.
[not implemented yet]

@item End This Turn
This item declares your movement for this turn to be over.  It is the same
as typing Return.

@item Move On Click
When this item is enabled, single clicks in the map window will result in
movement tasks for every selected unit.

@item Jump To Next
When this item is enabled, the selection in the front map window will automatically
shift to the next unit that needs to be given directions.

@item Auto End Turn
When this item is enabled, your turn will automatically end when all units have
received directions or have used up their action points.  If disabled, then you
must explicitly end the turn by choosing the menu item ``End This Turn'' or by
typing Return.

@item Sounds
This item enables and disables sound effects.

@item AI
This is a submenu that lists the possibilities for AIs to run the side
for you.  Select the name of an AI to have it decide units' moves for
you.  If you select @samp{None}, then the AI will shut itself off and
return the units it was controlling to your control.

@item Rename Side...
This item brings up a dialog that allows you to alter the side's name, the noun
to be used to refer to units on that side, the side's emblem, and so forth.

The button ``Choose Randomly'' will run a random side name generator or selector,
if available.

Note that while there is a side property ``Color Scheme'' that you may edit, the
Mac interface does not currently use the property in any way.  However, if you
restore a saved game on another type of machine, whose interface does use color
schemes, then your choice in this dialog will have an effect.

@end table

@node Windows Menu, View Menu, Side Menu, Menus

@subsubsection Windows Menu

This menu is for the creation and arrangement of windows.

@table @code

@item Game
This item brings up the game window.

@item Notices
This item brings up the notices window.
Notes are messages about things that are happening in the present.
It has a limited capacity (32K of text), so old notices eventually
disappear.

@item History
This item brings up the history window.
The history is a complete record of important events.

@item Construction
Brings up the construction window.
The window will not be put away after you have requested construction.

@item Command
This item creates or brings forward the command entry window.
The command @code{'o'} has the same effect.

@item Scores
This item brings up the scores window, showing wins and losses.

@item New Map
This item creates another map window.

@item New List
This item creates another list window.

@item World Map
This item creates a map window sized and scaled so as to show the entire world.

@end table

The rest of the menu lists the windows that are currently open.  You can
select a menu item to bring its corresponding window to the front.

@node View Menu,  , Windows Menu, Menus

@subsubsection View Menu

The View menu gives you control over the appearance of the window you're
currently looking at.  Each kind of window that has any view controls
will have a different view menu.  Currently only map and list windows
have view menus.  Each window has its own view settings, although you
can set defaults for new windows from the preferences.  You can find the
descriptions of each view menu's items under the description of its
window, below.

@node Windows, Keyboard Commands, Menus, Playing Mac Xconq

@subsection Windows

@i{Mac Xconq} lets you have many windows open at once.
Each type has its own specialized functionality.

[mention new history and notice windows]

@menu
* Map Windows::
* Game Window::
* List Windows::
* Unit Closeup Windows::
* Construction Window::
* Notices Window::
* History Window::
* Scores Window::
* Instructions Window::
* Help Window::
@end menu

@node Map Windows, Game Window, Windows, Windows

@subsubsection Map Windows

A map window gives you an overhead view of some part of the @i{Xconq} world.
As you might expect, you can scroll around to look at different parts.
You can also zoom in and out using the small zoom icons in the lower
left corner; zooming in (``closer mountains'' icon) makes the cells larger,
while zooming out (``farther mountains'' icon)  makes the cells smaller,
so you can see more of the world.  You can zoom way in or out!

The optional ``top line'' of the map window supplies you with information
about what the cursor is currently over, plus the current game date.

The map control panel is along the left side.  At its top is the
auto-select/move-on-click button.  Below that is a set of
find-next/previous buttons.  The next set of buttons is controls
for how the map will be displayed.  These behave identically to
the map's View menu items.

Since maps are the main interface to @i{Xconq} games,
you have many view menu options for controlling their appearance.

@table @code

@item Closer
This item increases the magnification of the map, which draws
units and cells larger.  This is useful when many units are
stacked in a cell or transport unit.

@item Farther
This item decreases the magnification of the map, which draws
things smaller and with less detail, but you can see a larger
area at once, which is useful for strategic planning.

@item Set Mag
This submenu allows you to select a magnification directly.
The numbers indicates the approximate size in pixels of the
icons.  Units generally become unrecognizable at less than 16x16.

@item Angle
This submenu allows you to select an angle at which to view the
map.  Choices are 15 degrees, 30 degrees, and 90 degrees (overhead).

@item Names
This item controls whether names of units and features are drawn on
the map.

@item Elevations
This item controls the display of contour lines indicating elevations.

@item People
This item controls the display of which cells' people belong to which sides.

@item Weather
This is a submenu that includes controls for the display of temperature,
clouds, and winds.

@item Materials
This is a submenu that includes an item for each type of material that
a cell might have in it.

@item Terrain
This is a submenu that includes toggles for the display of each
border and connection type.

@item Daylight
This item controls whether the display is darkened for those cells
that are dark.

@item Coverage
This item controls whether view coverage is displayed.  Cells with no
view coverage by any units are darkened.

@item Grid
This item controls whether the grid separating cells is shown.

@item Top Line
This item controls whether the top line of the map is displayed
or hidden.

@item Unit Info
This item controls whether the selected unit info at the top of the map is
displayed.

@item Other Maps
This item controls whether outlines of other maps are drawn on
the map.

@end table

@node Game Window, List Windows, Map Windows, Windows

@subsubsection Game Window

The game window shows you the turn number or date of the current turn,
as well as any realtime clocks that may be counting down, and a list
of all the sides.  For each side, you see its name, the emblem for
that side, a progress indicator, and icons indicating the side's attitude
and whether it is being played by the computer.
You may also numbers indicating scores and/or real time remaining.

The progress bar shows how much movement a side has done during the turn.
This usually goes down during the turn,
but because it indicates a percentage rather than an absolute number
of actions, the percentage may go up sometimes.
For instance, if some of your units that have already acted are captured,
then the percentage goes up because the @emph{total} number
of actions has gone down!  A gray bar indicates that the side has
finished all movement for this turn.  There may also be a dashed vertical
line in the bar, which indicates the percentage of units that are asleep
or in reserve.  Note that a player can always wake up sleeping or reserve
units at any time before the end of the turn.

@node List Windows, Unit Closeup Windows, Game Window, Windows

@subsubsection List Windows

A unit list window just lists all the units, one line each.
This is useful for getting a more organized look at your assets.
A unit listing shows the icon for the unit, its name and type,
action points, hit points, supply, etc.

You can create more than one list window.

If you select a unit in the list and then choose Find Selected from the
the Find menu, then a (randomly selected) map will be scrolled over to
that unit.

List view controls typically either affect what will be listed,
or the sorting of the list.  There is also an item to control
the size of the unit icons.

@table @code

@item by Type

@item by Name

@item by Side

@item by Acting Order

@item by Location

@item with Transport

@item with Commanders

@item Larger Icons
This item controls the use of larger (32x32) or smaller (16x16)
icons for displaying units graphically.

@end table

@node Unit Closeup Windows, Construction Window, List Windows, Windows

@subsubsection Unit Closeup Windows

For any unit, you can create a closeup window.
This window supplies full details on the unit.
The info in the window is in a format shared by several interfaces:
see the ``Unit Info'' section of the generic play manual for more
explanation of what each of them means.

@node Construction Window, Notices Window, Unit Closeup Windows, Windows

@subsubsection Construction Window

You use the construction window to control the construction of new units.
The window comes in two parts; the left side is a list of all the units
that can do construction, while the right side is a list of all the types
that can be constructed.  You select a unit on the left and a type on the
right, then click on ``Construct'' to add a build task to the unit's task
agenda.

Each unit on the left side is preceded by an estimated number of turns
to complete the type of unit that has been selected, or @code{--} if
the unit cannot build that type.  If the unit already has a build
task, that is mentioned after the unit's identification, and includes
the number of units to build as well as the status of the one currently
under construction.

Each type on the right side is preceded by an estimated number of turns
for the selected unit to complete one, or @code{--} if the selected unit cannot
build that type.  If the type has a tech level prerequisite for construction,
that will also be listed, with the syntax @code{[T n1/n2/n3]}, where the
numbers indicate current tech level, level to build, and max level.
Following the type is a count of how many completed units of that type exist,
with the number of incomplete types in parentheses.  You can type a single
character to select a type; typically the first letter of its name, otherwise
use the single character in parentheses immediately following the type name

At the top of the window is the button ``Construct'' that sets up build
tasks, and next to it a button ``Research'', for when you wish to add to
the tech level without building any actual units (such as when you're
using several units to accelerate some unit's construction program).
Note that a build task will automatically do research if necessary
before construction can begin.  The top also includes a small text window
where you can set the number of types to build.

@node Notices Window, History Window, Construction Window, Windows

@subsubsection Notices Window

The notices window tells you about what is happening at the moment.
Look at this to see what is currently going on.

For information about what happened in past turns, you can scroll
back in the notices window, or you can look at the history window.

@node History Window, Scores Window, Notices Window, Windows

@subsubsection History Window

The history window is a comprehensive record of what has happened in
the game, from the first turn on.

@node Scores Window, Instructions Window, History Window, Windows

@subsubsection Scores Window

The scores window lists your win/loss record.

@node Instructions Window, Help Window, Scores Window, Windows

@subsubsection Instructions Window

The instructions window is the basic info about what game you're playing
and what you're supposed to do.  Many game designs have few or no
instructions.  There is a Help button that just brings up the help
window, for convenience.

@node Help Window,  , Instructions Window, Windows

@subsubsection Help Window

@i{Xconq}'s help information is organized into a list of topics.  When
you first open the help window, you will see the list, and a row of
buttons.  To look at a specific topic, just click on it.

The ``Topics'' button goes straight to the list of topics, while the
``help'' button shows you the topic describing the help system itself.
``Prev'' and ``Next'' buttons take you through the topics in order,
while ``Back'' goes to the last topic you looked at.

@node Keyboard Commands, , Windows, Playing Mac Xconq

@subsection Keyboard Commands

@i{Mac Xconq} understands all the single-character and long-name
commands that are defined for @i{Xconq} in general.  In addition, it
also defines Mac-specific commands:

@table @code

@item ^[
(@code{escape}) Escape character.
This is implemented as a command, but in practice, it is a
way to escape from interaction modes.

@item @@
(@code{angle}) Change view angle.
@ifset FULL
This command will cause the map to display at an angle.  This is useful
for seeing elevations more realistically.  The command cycles through
angles of 90 degrees (overhead), 30 degrees, and 15 degrees; the prefix
argument sets the vertical exaggeration.
@end ifset

@item @{
(@code{zoom-out}) Zoom out (cells appear smaller).

@item @}
(@code{zoom-in}) Zoom in (cells appear larger).

@end table

@node Troubleshooting Mac Xconq, , Playing Mac Xconq, Mac Xconq

@section Troubleshooting Mac Xconq

If @i{Xconq} crashes, that is a serious problem; please report it, and
include as much information as possible about your system, what you were
doing, which options were in effect, and so forth.

@i{Xconq} will sometimes display ``error'' or ``warning'' alerts.
These can be caused either by bugs in @i{Xconq}, or more likely,
by mistakes in the design of the game you're playing.
For instance, you may be playing a version of a game that
has been modified by one of your friends,
but the modification was not done correctly,
and you'll get an alert unexpectedly.

``Error'' alerts are fatal; you may be able to save the game at that point,
but don't count on it.  Common ones for @i{Mac Xconq} include errors
because you're
loading a text file that is not a valid game, and running out of memory.
Most error alerts occur during game startup, while @i{Xconq} is checking
out the game definition that it's loading.  Error alerts that appear during
a game, and do not involve running out of memory, are more serious, and
may indicate bugs in @i{Xconq}, so you should try to save the game and report
what happened.

There are many kinds of ``warning'' alerts.  Warnings are not fatal,
but they do indicate that all is not well.
If you get a warning alert and don't know what it means,
it's safer to quit than to try to struggle on.
Most warnings indicate mistakes in the design of the game you're playing,
and should be reported to the game designer.
If you @emph{know} that a warning is unimportant, and don't want to
see it over and over, you can hold down the Option key while clicking
on the Continue button; this will suppress all future warnings.

@xref{Problems and Troubleshooting} for a list of common error and
warning messages, and what they mean.

@menu
* Known Bugs::
@end menu

@node Known Bugs, , Troubleshooting Mac Xconq, Troubleshooting Mac Xconq

@subsection Known Bugs

In the construction window, clicking on ``Build'' doesn't
always result in a unit being created immediately.
It may be that the builder has used up its acp and can't
start construction until the next turn, or that it hasn't
come up for executing actions in the current turn.
Clicking a second time will make the construction start
immediately.
