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This section describes all the menus in the common interface.
The File menu includes the usual sorts of commands that all Mac programs
Brings up the new game dialog.
Brings up a standard file dialog. Xconq will assume the selected
file to be a game module and attempt to load it as such.
Use the Connect item to join in a game that is already running elsewhere.
In a networked game, this brings up the chat window.
Brings up the help window.
Saves the game to a file.
Saves the game to a file, with a name chosen from a dialog that pops up.
Brings up a dialog that you can use to select various options.
See below for more detail.
Prints the front window. [not implemented yet]
Offers your resignation.
Leaves 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.
The Preferences dialog includes several screens of options you can set, the
specific screen being chosen from the list on the left side of the dialog.
The Map View group allows you to personalize your map windows.
This popup lets you select the default magnification of the map.
These items set the default values for the View menu's display controls.
The Fonts group gives you control over the size and appearance of the
text used in various windows. The family and size popups list the
various options available.
The Imagery group control the more arcane aspects of display.
When enabled, map drawing will use cell-shaped images to draw the
terrain, if possible.
When enabled, map drawing will use tiling patterns to draw terrain.
When enabled, map drawing will "fade" different types of terrain into
each other. This makes the map look more natural, but also takes longer
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...
These are not currently enabled.
This is not currently enabled.
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, Xconq will change all 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
This menu is for various kinds of searching.
This item selects the previous unit that can do actions.
This item selects the next unit that can do actions.
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.
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 map
over to that location. (This item is currently disabled.)
Unit by Name...
This item brings up a dialog that allows you to type in a name of a
unit, then scrolls the map over to that unit. (This item is currently
This allows you to measure distances. When you choose this item, a
cross-shaped cursor will appear, and when you click on the map, you will
get a notice about the distance (in cells) from the selected unit to the
point you clicked.
This item scrolls the map over to center on the selected unit.
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 map window.
This item opens closeups (see below) of all the selected units.
(This item is currently disabled.)
This item moves the selected unit to the location specified by a mouse
This item directs the selected unit to return to the closest place
where it can replenish supplies that have been used up. If the unit
has been damaged, it will also look for places to get repairs.
This item directs the selected units to maintain their current positions
relative to a given "leader" unit. When you choose this item, you will
see a cross-shaped cursor, and must click on the one of your units that
you want to be the leader.
Wakes up the selected unit.
Wakes up all units at the selected unit's location, including all
Puts the selected units to sleep indefinitely.
Puts the selected units into reserve for the remainder of the turn.
Delays the move of the selected units until all other units have moved.
Asks you what type of unit you would like to build, and sets the
selected unit to the task of building that type.
Orders the selected unit to attack. You will get a cross-shaped cursor
and must click on the target. This is useful if the normal click-to-move
would cause the unit to enter or to stack with the target, rather than
Orders the selected unit to attack all units in the designated cell.
This item commands the selected unit to fire at a given target
This item commands the selected unit to fire into a given cell,
regardless of whether any units are actually there.
This item commands the selected unit to detonate.
The "More" menu contains additional actions, typically those that you
will need less often.
Make the selected units take supplies from their transports if possible.
This item commands the selected units to get into the nearest transport.
This item commands the selected units to get out of their transports but
remain at the transport's location, if stacking rules allow.
Make the selected units do terrain additions.
This item toggles the AI's control of the selected unit. By default,
when an AI is playing a side, it controls all units. If you disable the
AI's control, then you can play the unit yourself.
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.
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.
This menu is for overall control of the side you're playing.
This item will bring up a window that displays more details about a side.
[not implemented yet]
End This Turn
This item declares your movement for this turn to be over. It is the same
as typing Return.
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 `None', then the AI will shut itself off and
return the units it was controlling to your control.
This menu is for the creation and arrangement of windows.
This item brings up a listing of your past games of this type and
how you did on them. It will not include the current game until
it is over.
This item creates another map window.
The View menu gives you control over the appearance of the window you're
currently looking at.
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