A Complete Explaniation of Cyber Wars

I would like to credit ZZboots, The Sabres, mbj77, Blade, and anyone else who contributed information which helped me put this together.

If any of this information is incorrect, or you would like to add something please contact me.


Please note that this is a work in progress, some information may not be included yet.


For an upgraded version of this guide for CyberBattles, please refer to this page!


.:Basic Overview:.

Players would start in the lobby as pictured below. They would click on a game to join and then the host of the game could then choose to start at anywhere from(including him/herself)2 to 6 players. Each person would have a commander, and 18 random monsters/items that they could use once per turn. They would then go through their turns as listed below. The objective of the game being to kill the opposing player's commander. If the game was "rated", any player killed during a game would lose 2 points. The last player left would gain the appropiate number of points, correspoding with the number of players.
2 Player-2 points
3 Player-4 points
4 Player-6 points
5 Player-8 points
6 Player-10 points


.:Chat System:.

Players could simply type what the wanted everyone to see in the bar below the area. If a player wanted to send a private message to someone they would type tell and the users name that they wanted to private message. Example: "tell BlitzJoker hey man". If the player was on it would appear on you screen as "You tell Blitzjoker: hey man" and on theirs as "(User) tells you: hey man". If the player was not on it would say "This player in currently offline". If a person just wrote "tell (user)" it would display an error "You must type a message too!" In an updated version I would suggest that private massages be /tell rather then just tell, so a tell error wouldnt come up if someone said for example: "tell him I'll play later". Players could also change text color by typing "@RED@, @BLU@, @BLK@, @CYA@", or other combos of three letter abbreviations. The problem was that people would have to type that before every sentance. In an updated version I would suggest allowing a player to type say "/set color Blue" and their color would stay like that the whole session, if this is possible.


.:Just Starting:.

When first siging up player were to choose their screenname, country, age, and enter their e-mail so their password(able to be changed later) could be e-mailed to them. In a re-make I would suggest allowing a person to choose their password at sign up, to save from the hassle of having them change it later. A player would start with 100 points.

.:Login and Lobby:.

Upon the client loading, a login screen would be displayed(if anyone has a picture of this, please contact me). You could choose between Login using existing user, Create New, or Login as Guest. Guests were temporary users that would have all the features of a real user(pts, ect.) except that they only lasted as long as you had the client open. Upon logging in, in the old client you would be put in a hallway of a castle and could choose between the games, this is not needed in a cyberwars remake, it should just go right to lobby screen.



The lobby was where you would go after logging in. This consisted of the following parts. Refer to their letters on the picture.

A. The player rating system, based on points. The point system is described above, I feel that the old point requirements were set way to low. Clicking the boxes would toggle between allowing/not allowing players of that category to join games you hosted. The highest(Grand Master) was set at 500 points, to give you a perspective, the average player that would constantly play had 700-1000 points, and the highest having 13,000 points.

B. This is where you could set time per move, and rated games would affect peoples points, while non rated ones wouldn't. Note: these selections will only be effective if you host the game, if you joined someone elses game you would be under their coices

C. Clicking "Create New Game" would have you host a game that other people could join. Or there would also be other peoples games that you could join, and the number of spots left. Example: BlitzJoker's game(2/6). When wanting to start a game the host would click "Start Game" and I believe a timer said somehting like game will start in 10 seconds and counted down.

D. This is where players not hosting/in a game would be listed. Players names were displayed with their points in ( )

E. This is the chat area. It will be described further down. Player in lobby could only read other things from player in lobby(except with private messages), same with players in games.

F. Here you can see the top 50s list. It would consantly scroll down through them. As you can see in the picture, It would give a persons name, rating(Category they fit under), point score, number of games played, and number of games won. Just a personal note, you can see that people have 65,000+ on their. They figured out a glitch in which loosing all your points twice you would get that, this got a lot of people angry.

G. Here is a list of all the other games that were availible to play in the client cyberwars was included in, this is not needed for the cyberwars remake.

.:Game Turns-Selection/Usage:.

Once a host chooses to start a game, players will start the game with a commander and 18 random monsters/items, one would always be holodector. Holodector would never expire, meaning it can be used over and over again. And it would always be in the upper left hand coner of the game, as in the screen shot. The commander starting positions depend on how many players are in the game. They are as follows:




Each number shows the starting positions for a game with that many players.Note: there is no grid on the real game, did that to show the starting positions.
The players are first brought to a screen looking like this:



Players could right click a monster/item for an explaniation of what it does, and its stats. Note: there would be 18 when you started, but the only screen shot I have is after a few are used.



Then the game will proceed as follows. Players were brought to the battle screen I guess you could call it. That would simply be the black screen, the place where placement, usage, movement, and attacks took place. Players were then presented with the upper bar message of Click on a square to use (item), I'm not sure of the exact message. Monsters could only be beamed down or holoed right next to their commanders. Other items such as fire and slime had certain beaming ranges, things of that such will be discussed later. When the person clicked on a square to use a monster they would be presentented with two motion clips in this order. followed by either if the monster/item worked or a squiggly version of that if it didn't. If you tried to beam down a monster, each monster would have a percentage of working, the weakest having the higher percentages and the stronger haveing lower percentages. The percentages were effected by World Alignment which will be explained later. Holograms would always have the motion clip as if the monster worked. What ever the game turn time was set to would be the time alloted to choose what to do with the monster/item you selected to use. If a player was to choose not to do anything then they could click on the top bar. The players would go in order of joining the game, after all players used their monsters/items the game would proceed to movement and attacks.

.:Game Turns-Movement:.

The turns were also determined by order of entering the game. Once it was time for a person to start their turn all of the items/monsters (including the commander) belonging to them would flash yellow once or twice. When the mouse was brought over their units a white box would appear around the unit, and when brought over a unit owned by an enemy this would be presented at that location . Players would then be allowed to click on any of their units and would be presented with a screen looking like this. The unit click on would have a box around it I believe and the arrow would appears when the player moused over that peticular box.



And the top bar message was displayed, it was something like "Click here to end unit's turn." Depending on the number of movment points a unit had, the player would be presented with the movement arrows again once the monster moved to the next square. Diagonal movements were 1.5 points. If a monster had .5 movement points left, it could not be used. However if a monster had one remaining movement point, it could use the 1 point and travel diagonally. When using units that had the special ability to fly, then no movement arrows would be displayed and there was something shown so the player would know that its ok to fly to that box maybe a white sqaure around the box the mouse was over. If the person could not move the monster there then a red x was displayed. A flying monster could fly over all other units and structures depending on its movement points.

If a unit was moved and touched an enemy's unit even on a diagonal(I think) then that unit would forfit its remaining movement points and had the choice to attack or to end its turn. The message "Engauged with enemy" would appear in the top bar....and the bar would turn red. Units would not be stopped if they touched a slime blob, fire, or a structure of some sort. I will explain attacking later.

After all movement points are spent and the monster has not touched anything then the units turn will end. The players turn will still be active, and the player can move all of his units and attack with all of them if possible. It is not possible to go back and use remaining movement points if you choosed to end a units turn, and it isnt possible to get engauged, move another unit and go back and attack with the engauged until. In other words once a unit is clicked all of its actions must be done before going on to another, unless you choose to end the units turn, in which it forfits every action except ranged attack(will be explained in the attack section) which also must be used immediatly, until next turn. After the player moves/attacks with all his units, he/she will click the top bar where the message "Click here to end turn" is displayed to pass on to the next player, or if they are the last player then it will go to the selection screen again. A players turn will be ended automatically if the time runs out.

.:Game Turns-Attacks/Ranged Attacks:.

In the event that one of your units came into contact with another players then those monsters would engauge. The top bar would turn red and you would have the choice to either attack or end the units turn. How the attacks were determined is a mystery to me. They were not based on HP and attack #. No monsters would kill others 100% of the time. A monster with 9 attack could attack the commander with 6 defense and would most of the time kill him, but sometimes the commander would live(I remember once had that happened 3 attacks in a row to me). The same rare thing would happen were a thing with an attack of 1 would kill a commander that hasnt been hit yet in one shot. So Im guessing attacks were based on some sort of percentages. If anyone has anymore information on this please contact me.

Only the player whoms turn it is will be able to attack, meaning if your monster gets engauged by the player whom is going's monster, you wont be allowed to attack too, you must wait till you turn. After the attack if your monster killed the other its dead body will fall to the ground and your monster will move in the posititon of the one it just killed. If it did not kill the other monster then it will stay in the place it was.

Certain monsters had the ability to do ranged attacks. Which would simply be shooting something. Monsters that had this ability would be allowed to shoot if an enemy monster was in range or and enemy structure was in range. Ranged attacks had different ranges for different monsters, certain monsters could shoot 3 squares away others 6. I do know that some monsters ranged attacks were more powerful then others, and it had no correlation with the monsters physical attacks. I think the monsters had a different "unshown" ranged attack power too, but again I don't know how that was determined if it would kill or not. For ranged attacks the monster could only shoot at things it could "see" and things that were in range. If there was a turret or something inbetween the monster and a target then the image of would be shown and the monster would not be allowed to shoot at that. If there was not possible targets then the ranged attack screen would not even come up. The ranged attack screen simply turned the top bar purple and had some message about shooting at an enemy, I don't remember what it was.

I believe that's all the basics I need to cover about the game. The rest of the information that needs to be covered on the game, has been either done person to person or over e-mail, and will not be updated in this section. I am sorry if anyone was looking foward to the rest :P .

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