DO DOM DOM DOMEWD DOMEWAR DO DOMEWARSD DOM DOMEWARSD DOM ------------------- DOMEWA ------------------------ ----- DOMEWAR ------------------------------ ------------- DOMEWARSD ------------------------------------------------------- DOMEWARSD ------------------------------------------------------------------------------ ------------------------------------------------------------------------------ /----------------------------------------------------------------------------\ |Game Name: Dome Wars (version 1.51) | |Game Maker: Nathan Sturtevant | |Game System: Macintosh Computer | |FAQ Author: Paul "headbanger" | |FAQ Version: 1.51 | |E-mail: headbanger1547 [at] gmail [dot] com | \----------------------------------------------------------------------------/ TABLE OF CONTENTS -*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-* I. Introduction A. Dome Wars Introduction B. Where to Find It II. Some Basic Stuff A. Controls B. Menu Items III. Weapons A. Basic Weapons B. Dirt Weapons C. Special Weapons IV. Shields A. Protective Shields B. Other Defenses V. Custom Weapons A. Options B. Recommendations C. Some Powerful Examples VI. Tournament Feature A. Description B. Sponsors C. Tips VII. The Computers A. Idiot B. Unpredictable C. Straight Shot D. Lobber E. Revenge F. Super Lobber G. Cyborg H. Ultimate Cyborg VIII. Tips & Strategies A. Tips B. Strategies C. Multiplayer Suggestions IX. Changing Things Around A. Adding Some Cash... B. Backgrounds C. Other Stuff X. Closing Words A. Legal Information B. Contacting Me C. Version History D. Special Thanks And Credits Let's begin, shall we? \/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/ [][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][] /\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\ I. Introduction <><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><> <>A. Dome Wars Introduction><><><><><><><><><><><><><><><><><><><><><><><><><> <><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><> Many people have criticized me for enjoying such old computer games (Dome Wars was made earlier than 1998). However, sometimes the classics are just the best. If you look on the Internet right now, I'd be willing to bet that you could find thousands of requests of people trying to find games for the original Nintendo system. I have had many friends come over and play this game, and all of them have loved it. A game doesn't become great by having good graphics: It becomes great by being fun. And that's just what Dome Wars is. Dome Wars is a game (duh), best suited for lots of people. It can be played with anywhere from one to ten players. Unlike most games, this game lacks a true and good one player. But its basic play makes up for that very well. Still, a good one player could take this game to new heights.... Dome Wars is a game where you are in a little dome. Your goal is to wipe out all of your enemies (who are also domes), but without killing yourself in the process. You are awarded points for killing other tanks and being the last dome in the arena, but you lose points for hurting yourself. The more people you play Dome Wars with, the more fun it can become. This game is a great way to take out your anger on enemies. Just lower their difficulty and fry their butt. <><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><> <>B. Where to Find it><><><><><><><><><><><><><><><><><><><><><><><><><><><><> <><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><> There are a few versions of Dome Wars. This FAQ covers version 1.5.1. I believe version 1.5.1 is available for download at the following website: http://www.csua.berkeley.edu/~nathanst/DomeWars.html. A really old version of the game (version 1.01, I think) used to exist at ftp://mirrors.aol.com/pub/mac/game. Dome Wars was listed under Strategy & War. However, last time I checked that site, I couldn't access it. At the time I thought it was because of my crappy internet connection, but now that I have Comcast I think that directory was trashed. If you have version 1.01, remember that most of this FAQ will work for you, but there will be parts of it that will not. \/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/ [][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][] /\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\ II. Some Basic Stuff I strongly recommend that you try to play a game or two of Dome Wars before reading any further. If you do, what I am about to tell you will make a lot more sense. <><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><> <>A. Controls><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><> <><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><> The controls to this game are listed in the "help" menu, but I'll list them anyways. 9 (keypad): Increase power quickly. 8 (keypad)/Up arrow: Increase power slowly. 3 (keypad): Decrease power quickly. 2 (keypad)/Down arrow: Decrease power slowly. 4 (keypad)/Left arrow: Move angle to the left. 6 (keypad)/Right arrow: Move angle to the right. Enter/Return: Fire/Use selected item Tab: Switch Weapon. <><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><> <>B. Menu Items><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><> <><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><> This section is a bit long, so bear with me. File Menu: 1. New Game: Begins your basic game of Dome Wars using the preferences you have selected in the Preferences menu. 2. Open Game: Loads a game you have already started. 3. Join Net Game: Ignore this. It does not pertain to this version of the game, or at least I don't think so. There is a network-capable version, but I will not cover it in this FAQ. 4. Tournament: Begins a new tournament. See the section on tournaments later on in this FAQ for some info on that. 5. Save Game: Saves your current game. Note: If you save a tournament, the game will not recognize it as a tournament when you load it. Instead, the game will think it is your typical basic game. 6. End Game: Ends your current game. 7. Quit: Ends your fun playing Dome Wars. Preferences Menu: 1. Music: If the game is registered, it will play music while you play the game when this is selected. 2. Sound: Puts sound into your current game. 3. Buy Weapons: Allows you to buy new weapons with the money you have earned on the battlefield. 4. Simulate Faster: Speeds up the game after you die, so the computers think and shoot faster. However, inacting this takes away your ability to modify and access the menus during gameplay after you die. 5. Wind: When selected, a force will blow, jacking up your calcultions of where your shot should go. Example: Wind | -------> -----> # <-your weapon \ \ <-your weapon's path \ _______________<^>_______<-your tank The wind will force your shot to go towards the way it is blowing. Strong winds can really mess up your plans. 6. Shifting Winds: This makes the winds change every turn. They may increase or decrease. 7. Trace Shots: When this is inacted, every time a dome fires a weapon, a line follows behind it, marking its path. The lines stay there until the end of the round unless you redraw the screen. 8. Computers Talk: When this is used, the computers will speak using one of your customized quotes. See the "other" menu to find out how to change the quotes. I like making the guys say "Oh crap. I died." However, this handy and fun option will not work unless you have the text-to-speech software installed on your computer. If you do not know if you have the correct software, try doing this: Open the typing program called "SimpleText" Type something up. Go into the sound menu and click on Speak All. If "Speak All" is unable to be used, you do not have the software on your computer. Download it at Apple.com 9. Control Panel: This option makes the lower section of the screen display some things: Your shields/antigravity/impact brace, the weapons you have (you can click on a weapon to change it), the current angle (changeable as well. The arrow is helpful since it points the direction you will fire, helping you avoid nearby dirt), the power used (and in a way, it tells your health too. Click to change it), and has a button that allows you to fire. Shows the same info for the computer players as well. 10. Order: This submenu affects whoever goes first in the beginning of a new round. It doesn't affect the order completely. It just affects whoever goes first, then the order goes left to right. The options are listed below. 10a. Random: The computer randomly picks the dome that will fire the very first shot. 10b. Round-Robin: The first dome will be the one at the far left side. 10c. Losers First: The dome with the lowest score will be the first to attack. If there is a tie, I believe it goes to whoever is farthest to the left. 10d. Winners First: The opposite of Losers First, this option allows the dome with the highest score to go first. Makes it tough because whoever has the highest score usually uses shields, and this gives them a chance to go first and put them up. As with Losers First, when there is a tie, whoever is farther left goes first. 11. Number of Rounds: Tells how many rounds the battle will be. A round is one battle. A round ends when only one tank is surviving. Doesn't affect Tournament mode, though. Has anyone ever been bored enough to play 90 rounds? The scores must've been high. My record is about 10 rounds. 12. Starting Cash: This tells how much cash you will start with in the first round of the game to buy weapons. If you are not buying weapons, or want to start out poor, set this to zero. 13. Game Speed: What d'you think this one does? For those of you who don't know, it affects the speed of the game (whoa, big discovery!). The higher it is, the faster the game will go. 14. Walls: The items in this submenu affect the walls. Each setting has different characteristics, so make your choice wisely. The walls are the two vertical sides of the screen. 14a. Solid: If this is selected, when a shot hits the walls, it will blow up right there. 14b. Wrapping: If this is selected, when a shot nears the walls, it comes out of the wall on the other side. 14c. Bouncing: If this is selected, when a shot hits the wall, it will bounce off of it instead of exploding. 15. Floor: The items in this menu-solid and bouncing-are the same as they are with the walls. The floor is considered to be the bottom of the screen. 16. Ceiling: This affects the ceiling, which is the top of the screen. Solid & Bouncing remain the same, but Open is new. 16c. Open: This option makes the game act as though the air continues on above your field of view. This allows shots to make their normal trajectory. 17. Computers: This submenu affects the computers. 17a. Buy Weapons: This allows the computers to buy additional weapons, such as Fat Boys, Missiles, etc. If this is not selected, then they will not buy shields, even if it is selected. 17b. Buy Shields: Only affects Cyborgs and Ultimate Cyborgs, since they're the only ones who use shields anyway. This option allows computers to buy shields so they can protect themselves. Other Menu: 1. Control help: This lists all of the controls to the game. 2. Edit Death Quotes: Only useful if you have Text-to-Speech software installed on your Mac, this option allows you to make and change the sayings that the computers say when they die. 3. Edit Weapons: Allows you to edit your customized weapons. See "custom weapons" section for more details. 4. Define Mountain: This changes the land the domes sit on. Bumpiness affects how rough the land will be. An example of a "9" bumpiness with a "1" steepness is this: ______________________________________________________________________________ | | | Sky | | | | | | /\__/\ _ | | _/\ /\ / \ _/\ _ / \/\ _ _/\/| |\_/\_ / \/\_ _/\ _/ \/\_ / Land \/\ _/\/ \/ \__/ \/ \__/ | | \/ \/ \/ \/ \/ | |____________________________________________________________________________| Steepness affects how steep the land is (another big discovery). Land with a "9" in steepness and a one in bumpiness would look like this, but with steeper sides: ______________________________________________________________________________ | /\ /\ /\ /\ /\ | | / \ Sky / \ / \ / \ / \ | | / \ / \ / \ / \ / \ | | / \ / \ / \ / \ / \ | | / \ / \ / \ / \ / \| | / Land \ / \ / \ / \ / | |/ \ / \ / \ / \ / | |______________\/______________\/______________\/______________\/____________| If there is a one in both steepness and bumpiness, the land would look somewhat like this: ______________________________________________________________________________ | | | | | Sky | | | |____________________________________________________________________________| | Land | |____________________________________________________________________________| If there were a nine in both categories, the land would look somewhat like this, but with much steeper sides, so there would end up being more of this pattern: ______________________________________________________________________________ | /\ /\ | | / \/\ Sky /\ | \ | | / \ / | /\ | \ | | /\/ \ /\/ | /\ | \ | | | | / \/ \ / \ /| | \ /\/\ /\/ \ /\ | | | Land \/ \ /\ / | /\ / \/ \ / \/ \ | | / \/ \/ |/ \/ \/ \| |/___________________________________________________________________________| The only reason I drew all of that out is this: The steeper the mountain, the harder it is to win. That, along with your common sense, should give you an idea of how steep to make it. A warning: If the mountain has 1 steepness and bumpiness, straight shots will hit their target almost every time. 5. Memory and Graphics: Lots of options for making the game go faster/slower. You can make the sky/dirt be a picture/pattern, and change the color bits. 6. View Game Config: When in the middle of a game, this box will tell you the wall, floor, and ceiling settings and how many rounds are left in the game. 7. Redraw Screen: Sometimes, when using "Trace Shots" the screen becomes very cluttered with lines. This option erases those lines and starts over from scratch. That is also the time to turn off Trace Shots. 8. View High Scores: Allows you to view the high scores from the Tournament feature. /\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/ [][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][] /\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\ III. Weapons Yes, you do need weapons to beat the game. No, they are not pointless. Yes, there is a point in this section. The game has its own way of classifying weapons that I decided not to use. Here's what category to look under for each type: Standard Missiles ----> Basic Weapons Dirt Weapons ---------> Dirt Weapons Guidance Weapons -----> Special Weapons Special Weapons ------> Special Weapons Investments ----------> Special Weapons To find out what each special option does/is and what each explosion type is, see the section on customized weapons. <><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><> <>A. Basic Weapons<><><><><><><><><><><><><><><><><><><><><><><><><><><><><><> <><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><> Basic weapons are your basic weapons: they make an explosion. That's it. Here is the list and any special features they may have: 1. Baby Missile Cost: $2131 Explosion Size: 17 Buy at a Time: 5 Special Additions: None Comments: You start with nine thousand, nine hundred, ninety-nine of these, so why buy any? Opt for a Missile instead. These are very weak, being the basic combat weapon. 2. Missile Cost: $2998 Explosion Size: 27 Buy at a Time: 3 Special Additions: None Comments: Beats a Baby Missile. The bigger explosion makes this thing about twice as handy. I don't use these much, though. 3. ICBM (<-stands for (I)nter(c)ontinental (B)allistic (M)issile in real life, where these things are a heckuva lot stronger) Cost: $5699 Explosion Size and Type: 37, basic Buy at a Time: 3 Special Additions: None Comments: After Little Boy, this is the best Standard Missile 4. Little Boy Cost: $8022 Explosion Size and Type : 47, basic Buy at a Time: 2 Special Additions: None Comments: The best Standard Missile. It is useful at all times, unlike the mighty Armageddon. 5. Fat Man Cost: $8468 Explosion Size and Type: 57, basic Buy at a Time: 1 Special Additions: None Comments: This weapon is only a little stronger than a Little Boy, but a lot more expensive. Plus, you only get one instead of two, like with a Little Boy. The extra explosion does little to help. 6. Armageddon Cost: $39786 Explosion Size and Type: 107 (<-actually is that high. Highest in game), basic Buy at a Time: 1 Special Additions: None Comments: Just a really big bomb. Great when there are ten domes in the game, and you go first. It'll take out three or four of them (and maybe yourself too). If you are going one-on-one or there are less than six domes, don't waste 40 grand on this. It's not worth it. 7. Small Roller Cost: $6560 Explosion Size and Type: 17, basic Buy at a Time: 5 Special Additions: Rolls down Comments: I hate all rollers. Period. That is my comments for the rest of the Basic Weapons. I find the rolling feature pointless (probably since I'm so accurate). If anyone has a strategy that works well, E-mail it to me. However, I do use the rolling feature when I make my own weapons. 8. Roller Cost: $6278 Explosion Size and Type: 27, basic Buy at a Time: 3 Special Additions: Rolls down Comments: See above 9. Medium Roller Cost: $6651 Explosion Size and Type: 37, basic Buy at a Time: 2 Special Additions: Rolls down Comments: See above 10. Large Roller Cost: $5806 Explosion Size and Type: 47, basic Buy at a Time: 1 Special Additions: Rolls down Comments: See above 11. Huge Roller Cost: $9878 Explosion Size and Type: 57, basic Buy at a Time: 1 Special Additions: Rolls down Comments: See above 12. Up Roller Cost: $5953 Explosion Size and Type: 17, basic Buy at a Time: 3 Special Additions: Rolls up Comments: Okay, I lied. This one does have comments. I only use these when I have very little health left and my opponents are on top of a nearby steep hill. Then it'll hit them. Still, only buy one set of these, if any at all. <><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><> <>B. Dirt Weapons><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><> <><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><> There are three types of dirt weapons: Dirt bombs, dustbusters, and diggers. All have their own unique traits. The only kind I ever bother with are dirt bombs, though. 1. Small Dustbuster Cost: $1703 Explosion Size and Type: 17, dustbuster Buy at a Time: 5 Special Additions: None Comments: This is your simple dustbuster. The amount of dirt it takes away is so little that this weapon becomes completely pointless. 2. Dustbuster Cost: $2399 Explosion Size and Type: 27, dustbuster Buy at a Time: 3 Special Additions: None Comments: Still not powerful enough to make a great impact. Go for the Large Dustbuster instead. 3. Medium Dustbuster Cost: $4559 Explosion Size and Type: 37, dustbuster Buy at a Time: 3 Special Additions: None Comments: Not bad if the opponent is on a high and steep hill, and you can shoot in the middle so that they take a nice fall. 4. Large Dustbuster Cost: $6416 Explosion Size and Type: 47, dustbuster Buy at a Time: 3 Special Additions: None Comments: The only dustbuster that is truly worth looking into. You can hit an opponent that is on level ground and it will still take him out. 5. Small Dirt Bomb Cost: $1384 Explosion Size and Type: 17, dirt Buy at a Time: 5 Special Additions: None Comments: Although dirt bombs have some value, this one is practically pointless. If you are going to use a dirt bomb, go for the medium or large one instead. It is cheap, though. 6. Dirt Bomb Cost: $2338 Explosion Size and Type: 27, dirt Buy at a Time: 4 Special Additions: None Comments: Better than a small dirt bomb, this one does have a few uses. But go for a stronger one if you can. 7. Medium Dirt Bomb Cost: $3704 Explosion Size and Type: 37, dirt Buy at a Time: 3 Special Additions: None Comments: Handy. Can badly hurt a Cyborg in one shot if no one else shoots them after you fire this baby. 8. Large Dirt Bomb Cost: $5213 Explosion Size and Type: 47, dirt Buy at a Time: 2 Special Additions: None Comments: Very handy. Takes out pretty much anything it hits. Not a bad buy if you can spare five grand (which isn't very much: you can easily earn that in one round if you kill two domes and survive the whole round) 9. Small Digger Cost: $2981 Explosion Size and Type: 17, digger Buy at a Time: 5 Special Additions: None Comments: Since Diggers are pretty much the same as Dustbusters, I don't bother with these at all. A Small Digger is really crappy, even for a digger. 10. Digger Cost: $4799 Explosion Size and Type: 27, digger Buy at a Time: 3 Special Additions: None Comments: Better than a Small Digger but still pointless. 11. Medium Digger Cost: $4799 Explosion Size and Type: 37, digger Buy at a Time: 3 Special Additions: None Comments: A little better. A Medium Digger is similar to a Medium Dustbuster, but less effective. 12. Large Digger Cost: $7978 Explosion Size and Type: 47, digger Buy at a Time: 3 Special Additions: None Comments: Beats a Medium Digger any day. Still, opt for a Large Dustbuster if you can. <><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><> <>C. Special Weapons<><><><><><><><><><><><><><><><><><><><><><><><><><><><><> <><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><> There are a lot more weapons that would go into this category. Special weapons vary in their attributes. Investments also go under this category. 1. Mini Cruiser Cost: $14129 Explosion Size and Type: 17, basic Buy at a Time: 2 Special Additions: Horizontally guided Comments: Mini Cruisers would not be a bad buy if it did not cost as much as it does. With the money it costs to buy 4 Mini Cruisers, you could almost buy and Armaggedon, and at least those look cool. 2. Cruiser Cost: $20494 Explosion Size and Type: 27, basic Buy at a Time: 3 Special Additions: Horizontally guided Comments: A Cruiser is a much better buy than a Mini Cruiser. Still, go for a Bomb or a Big Bomb whenever you can, as they're cheaper. 3. Big Cruiser Cost: $23195 Explosion Size and Type: 37, basic Buy at a Time: 3 Special Additions: Horizontally guided Comments: With an explosion the size of an ICBM, these things pack a bit of power (not enough to be a great weapon, though). Handy on Cyborgs. 4. Little Bomb Cost: $12509 Explosion Size and Type: 17, basic Buy at a Time: 2 Special Additions: Vertically Guided Comments: Handy unless you don't have enough power to get it up there or there is a mountain in your way. 5. Bomb Cost: $18307 Explosion Size and Type: 27, basic Buy at a Time: 3 Special Additions: Vertically guided Comments: Better than a Little Bomb when it comes to bang for your buck. 6. Big Bomb Cost: $21008 Explosion Size and Type: 37, basic Buy at a Time: 3 Special Additions: Vertically guided Comments: As with all bombs, make sure that you have enough power to get it that high and that no dirt falls on that line between you and your target. 7. Horizontal Napalm Cost: $26615 Explosion Size and Type: 37, napalm Buy at a Time: 3 Special Additions: Horizontally guided Comments: Finally! The guided Napalms are probably the best weapons for taking out Cyborgs and Ultimate Cyborgs unless you make your own.... 8. Vertical Napalm Cost: $24428 Explosion Size and Type: 37, napalm Buy at a Time: 3 Special Additions: Vertically guided Comments: Choose over a Horizontal Napalm. As for the rest, see above. 9. Both Guidance Cost: $26821 Explosion Size and Type: 37, basic Buy at a Time: 2 Special Additions: Horizontally guided, vertically guided Comments: The best of the guided weapons except for maybe the Vertical Napalm. If no dirt falls on the line, you will hit your target 99% of the time! 10. Ceiling Missile Cost: $8465 Explosion Size and Type: 27, basic Buy at a Time: 3 Special Additions: Tracks to ceiling Comments: A good way to train yourself to get better at shooting. Once you ar good at shooting, avoid this and go for the basic Missile. 11. Ceiling Duster Cost: $7866 Explosion Size and Type: 27, dustbuster Buy at a Time: 3 Special Additions: Tracks to ceiling Comments: No, no no! Don't buy this at all. Go for a ceiling missile or a Dustbuster instead. 12. Ceiling Funky Cost: $10567 Explosion Size and Type: 27, funky Buy at a Time: 3 Special Additions: Tracks to ceiling Comments: Funkys are good, but not this one. The tracking feature pretty much just wastes money. 13. Small 3-Shot Cost: $6395 Explosion Size and Type: 17, basic Buy at a Time: 5 Special Additions: Contains 3 warheads Comments: Any multiple shot weapon is not very good unless it is a Funky or is guided. I recommend avoiding all of the multi-shot weapons except the Large 3-shot and Large 5-shot. 14. Small 5-Shot Cost: $9474 Explosion Size and Type: 17, basic Buy at a Time: 4 Special Additions: Contains 5 warheads Comments: See above 15. Medium 3-Shot Cost: $12665 Explosion Size and Type: 37, basic Buy at a Time: 2 Special Additions: Contains 3 warheads Comments: See above 16. Medium 5-Shot Cost: $11727 Explosion Size and Type: 37, basic Buy at a Time: 1 Special Additions: Contains 5 warheads Comments: See above 17. Large 3-Shot Cost: $25404 Explosion Size and Type: 57, basic Buy at a Time: 1 Special Additions: Contains 3 warheads Comments: Cheap, but not very good unless you have the ceiling set to "Open." 18. Large 5-Shot Cost: $42340 Explosion Size and Type: 57, basic Buy at a Time: 1 Special Additions: Contains 5 warheads Comments: Great when there are ten domes and you go first.... Too expensive to be a great weapon. 19. Small Napalm Cost: $3410 Explosion Size and Type: 17, napalm Buy at a Time: 5 Special Additions: None Comments: The weapon of the Ultimate Cyborg. Don't buy these unless you are very accurate and there are [Ultimate] Cyborgs playing. 20. Medium Napalm Cost: $9119 Explosion Size and Type: 37, napalm Buy at a Time: 3 Special Additions: None Comments: Allows more latitude than a Small Napalm, but also costs more than twice as much. 21. Large Napalm Cost: $12835 Explosion Size and Type: 47, napalm Buy at a Time: 2 Special Additions: None Comments: Only buy this if you are an amatuer (and as a result bad at aiming) and you have a lot of money to spare. 22. Small Funky Cost: $3622 Explosion Size and Type: 17, funky Buy at a Time: 5 Special Additions: None Comments: Funkys are good, but not this one. Pass this one buy. 23. Medium Funky Cost: $11626 Explosion Size and Type: 37, funky Buy at a Time: 4 Special Additions: None Comments: Expensive, but great for the amatuer. Good for taking out Cyborgs. 24. Large Funky Cost: $13637 Explosion Size and Type: 47, funky Buy at a Time: 2 Special Additions: None Comments: Only buy under one condition: You are really bad at staying in the game long. Otherwise, buy a Medium Funky. The four warheads will have a combined effect greater than the two you get here. INVESTMENTS: There are three basic types of investments: Bank Bonds, Stocks, and Ventures. Here are what they go by: Bank Bond: A guaranteed 6% return on your investment. Stocks: A 20% chance of doubling your investment. A 20% chance of losing all of your investment. A 60% chance of no gain or loss from your investment. Ventures: 10%: 10x your investment comes back to you. 10%: Lose all of your investment. 80%: Lose half of your investment. Seeing as all of the options (venture, bank bond, stock) have the same investing amounts, I will list that amount and its results (and the probability of getting it) Since I never bother with stocks, I have no comments except that you should choose based primarily upon the circumstances. 1. Investment Amount: $4,690 As A Bank Bond... Return Amount #1: $4,971 (100%) As A Stock Option... Return Amount #1: $9,380 (20%) Return Amount #2: $0 (20%) Return Amount #3: $4,690 (60%) As a Venture... Return Amount #1: $46,900 (10%) Return Amount #2: $0 (10%) Return Amount #3: $2,345 (80%) 2. Investment Amount: $10,567 As A Bank Bond... Return Amount #1: $11,201 (100%) As A Stock Option... Return Amount #1: $21,134 (20%) Return Amount #2: $0 (20%) Return Amount #3: $10,567 (60%) As a Venture... Return Amount #1: $105,670 (10%) Return Amount #2: $0 (10%) Return Amount #3: $5,284 (80%) 3. Investment Amount: $13,914 As A Bank Bond... Return Amount #1: $14,749 (100%) As A Stock Option... Return Amount #1: $27,828 (20%) Return Amount #2: $0 (20%) Return Amount #3: $13,914 (60%) As a Venture... Return Amount #1: $139,140 (10%) Return Amount #2: $0 (10%) Return Amount #3: $6,957 (80%) 4. Investment Amount: $16,248 As A Bank Bond... Return Amount #1: $17,223 (100%) As A Stock Option... Return Amount #1: $32,496 (20%) Return Amount #2: $0 (20%) Return Amount #3: $16,248 (60%) As a Venture... Return Amount #1: $162,480 (10%) Return Amount #2: $0 (10%) Return Amount #3: $8,124 (80%) And that's it for the Weapons. Now on to the shields. \/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/ [][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][] /\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\ IV. Shields Shields are your best friend: They buy you the time you need to kill your foes. There are two main types: Protective shields, and other shields. <><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><> <>A. Protective Shields><><><><><><><><><><><><><><><><><><><><><><><><><><><> <><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><> These are what actually boast your shield level. There are only four of these, though. The max shield level is 200. Combining 4 Small Shields won't give you 200: it will give you 50. 1. Small Shields Cost: $6899 Units of Protection: 50 Buy at a Time: 3 Comments: Helpful when you have very little money. Easy to break, though. 3 Cyborgs can probably break it in one turn. 2. Shields Cost: $14639 Units of Protection: 100 Buy at a Time: 3 Comments: Big price difference. These babies are expensive, and not very worth it. 3. Medium Shields Cost: $18913 Units of Protection: 150 Buy at a Time: 3 Comments: Cheap. Choose over Large Shields if you have very little money. 4. Large Shields Cost: $19250 Units of Protection: 200 Buy at a Time: 2 Comments: If you have plenty of money, then go for this every time. I usually buy two Large Shields (so I hit buy once) for every round I'm playing, especially if there are Cyborgs playing. Shields are very helpful. They can keep you in the round for several turns longer than you belong when used properly. Only renew a shield when it is low (around 20) or when it is completely gone. <><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><> <>4.2: Other Defenses><><><><><><><><><><><><><><><><><><><><><><><><><><><><> <><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><> Protective shields aren't the only thing out there that can save your butt in a big battle. Here are the other ones: 1. Warp Cost: $15552 Buy at a Time: 1 Description: Warps you to a random place in the arena. 10% chance of failure. Comments: I buy one, and use it only if a Lobber/Super Lobber/Revenge is homing in on me when I have no shields left and little health. 2. Gopher Cost: $4199 Buy at a Time: 3 Description: Buries you into the ground. How far you go depends on your power (ex: using it with 380 power would take you down 38% of the way). Comments: I have always thought that these were pointless. The only real point is to buy yourself time when you have low health. When you reach the bottom, you can't fire out without the wall collapsing, making the Gopher pointless! However, if the ceiling is Solid, you can fire at it and put the Gopher to work. 3. Auto Defense Cost: $10603 Buy at a Time: 1 (<-you will only ever need one. Buying two would be stupid.) Description: Allows you to put up your shields at the beginning of the turn. Comments: Very, very useful when fighting Cyborgs (when you're using shields, of course). It allows you to put up your shields so they can't kill you before you even get a turn to attack them. 4. Impact Brace Cost: $1777 Buy at a Time: 1 Description: You will not take damage when falling. -1 impact brace every turn. Buying multiple Impact Braces will make the Impact Brace higher, so Impact Brace will last longer. Comments: Useful, but I always prefer Antigravity. This one is okay, though, unless there are Ultimate Cyborgs in the round, because then you can't escape from their Small Napalms. 5. Anti-Gravity Cost: $20077 Buy at a Time: 1 Description: You do not fall at all. -1 anti-gravity every turn. Buying multiple Anti-Gravitys will make the Anti-Gravity higher, so Anti-Gravity will last longer. Comments: Great when facing off against Ultimate Cyborgs because when they use their Small Napalms, it only barely touches you, saving you lots of damage! Great, huh? Always buy these when you have the chance. 6. Batteries Cost: $5110 Buy at a Time: 5 Description: Restores 10% of your health. Comments: Handy, but I never buy because I never have a chance to use these because when I need them, I'm almost always killed the next round by a Cyborg. 7. Retreat Cost: $5301 Buy at a Time: 1 Description: Takes you out of the round. Comments: Good when you have like 1 health left and you don't want to kill yourself (and have no one kill you). I usually buy one and use it if I need to. 8. Hydrofoil Cost: $14763 Buy at a Time: 25 (<-that's how many times you can move) Description: Allows you to float that direction (move using arrow keys). You cannot float up hills. Comments: When paired with Anti-Gravity, this becomes helpful. Use it to avoid the Lobbers that are low on health and are barely hitting you: Move out of their range so that they kill themselves! If there are no Lobbers, Super Lobbers, or Revenges in the game, don't buy this. That's all for the Shields. Read on to find out how to make your own weapons. \/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/ [][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][] /\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\ 5. Custom Weapons Sometime during the game, you are going to get bored with the pre-made weapons. They just aren't strong enough, or don't have the right combination of features. So that's why you can make your own (thanks to Nathan Sturtevant for thinking of that. It makes the game twice as fun as it normally would be). <><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><> <>A. Options<><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><> <><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><> During this whole thing, remember that every way you make your weapon stronger, the more it will cost you. There are three main option types: The pop-up menus, the radio buttons, and the checkboxes. Let's start with the pop-up menus. Pop-up Menus: Option 1: Number of Warheads: This option sets how many warheads (seperate bombs that are fired at the same time) you shot will contain. The warheads will split up at the peak of your shot's ascent. This option can be set 1-9. The more warheads you use, the greater the destructive force will be on the area. Option 2: Explosion Size: This option sets how big the explosion will be when it hits the ground. The larger this number, the bigger the explosion. A big explosion is more likely to kill a dome, and a lot more likely to kill multiple domes. This option can be set 1-9. The "explosion radius", which is how it is listed in the info, is this number with a seven behind it. Note: An Armaggeddon is so powerful that it is off of the scale (An Armageddon's explosion radius is 107). Option 3: Buy at a Time: This option sets how many you will buy at a time. It can be set 1-9. Be careful when setting this, as it may make your weapon really expensive. Radio Buttons: The Radio Buttons set what type of weapon this will be. There are 6 types of weapon. Regular: Your standard explosion. A Regular with an explosion size of 9 will effect a larger area that a Dustbuster with an explosion size of 9 will. Regulars are a well-rounded type: Not too cheap, not too expensive. Not too powerful, not too weak. Dustbuster: Removes the dirt in the affected circular area. I hate dustbusters because I think it is a lot easier to hit the opponent with a basic missile and then make them fall also. Napalm: The only weapons that can burn through shields. That is all napalm are good for. It is an oozy, gooey (not ot mention expensive), red liquid that burns through any domes in its path. Digger: Similar to a dustbuster, but with a smaller range, this one collapses the dirt around it. I hate these, too. Funky Bomb: A shot that branches off into multiple smaller shots. The Explosion size affects how powerful the seperate shots will be. Funky's are expensive, but can devastate the land. Dirt Bomb: The targeted area is covered with dirt. When playing against computers, these work great. When the computer fires, it will destroy itself. When playing your friends though, make sure they don't use an Ignore Dirt weapon... :) Checkboxes: The checkboxes control the special additions to your new weapon. Again, make sure you choose wisely when adding/removing features from your new weapon. You may select any amount or combination of these features a you want (an exception: both Roller Up and Roller Down cannot be selected at the same time). Ignore Dirt: The shot will not explode when it hits dirt. It will only explode 1) when it hits a dome, 2) when it has bounced around a lot, or 3) if it hits the Wall, Ceiling, or Floor when it is set to Solid. Timed Explosion: For some strange reason, whenever I make a weapon, I cannot use this feature. If someone figures out how to use it, please E-mail me how you used it (tell me what other options you had selected at the same time). Horizontal Guidance: When an item is horizontally guided, a line stretches top-to-bottom across the screen. This line indicates where the shot will hit upon. When the shot is fired, it will reach that line and fly level on it until it reaches either a dome or dirt. Vertical Guidance: Same as Horizontal Guidance, but this one has a line that goes right-to-left. Track to Ceiling: Automatically uses the power needed to get a shot to the ceiling. Roller Up: When a shot hits the dirt, it will roll uphill until it hits a decrease in the elevation or a dome. Roller Down: When a shot hits dirt, it will roll downhill until it hits an increase in the elevation or a dome. Again, make sure you choose wisely. <><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><>
<>B. Recommendations<><><><><><><><><><><><><><><><><><><><><><><><><><><><><>
<><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><>

When you make your own weapons, use common sense. Don't make them weak, as
that is what most of the premade weapons are, so you are just wasting a
valuable slot.
On the contrary, don't make your weapons too powerful, as it will be too
expensive for you to afford and so it will still waste a slot.
Make your weapons wisely. Don't make two weapons nearly the same, because you
are likely to buy one and never the other.

     Combining Vertical Guidance, Horizontal Guidance, and Track to Ceiling
makes for a great weapon. It will almost always hit its target. Throw in
Ignore Dirt and it WILL always hit its target.
     Don't combine Ignore Dirt with either Rolling option. Why, you ask? What
is the point of having something roll if it goes right through whatever it
rolls on? It'll just fall through and roll on the ground.
     Remember the anti-shield affect of the napalm. They can become your
greatest weapon when facing Cyborgs. If they are guided, well, just imagine
the power (Mwa ha ha ha...)
     Remember that you can have multiple warheads. If you make the warheads
guided, it will take out any target it hits, pretty much guaranteed. The
combined power has a great affect. Example:
1) 9 warheads, each with an explosion size of 17 would have the effect of an
explosion the size of 9x17, or 153, just hitting a smaller area.
2) 9 warheads, each with an explosion size of 97 would have the effect of an
explosion the size of 9x97, or 853, just hitting a smaller area. That's a lot
of power.
     The more you buy at a time, the cheaper it is.


<><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><>
<>C. Some Powerful Examples><><><><><><><><><><><><><><><><><><><><><><><><><>
<><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><>

I have made some great custom weapons, sure to destroy anyone who challenges
me. Feel free to use them, because their power is very devastating. Be warned,
though, that these weapons can become very expensive...

1. "Super Guided"
Buy at a Time: 9
Number of Warheads: 1
Explosion Size: 9
Special Additions: Vertically guided, horizontally guided, tracks to ceiling,
                   ignores dirt.
Explosion Type: Basic
Cost: $142,965
Comments: This weapon works great on any opponent unless they are a shielded
          Cyborg/Ultimate Cyborg and there is no or very little dirt
          underneath them. A Super Guided will always kill an Idiot,
          Unpredictable, Straight Shot, Lobber, Revenge, and a Super Lobber on
          contact. For it to kill a Cyborg or an Ultimate Cyborg, they must
          either have their shields down, or for the fall from the explosion
          be enough to kill them.

2. "Anti-Shield" -a.k.a- "Cyborg Killer" -a.k.a- "King of the Napalms"
Buy at a Time: 9
Number of Warheads: 1
Explosion Size: 4
Special Additions: Vertically guided, horizontally guided, tracks to ceiling,
                   ignores dirt.
Explosion Type: Napalm
Cost: $106,078
Comments: It is okay to have Ignore Dirt on a Napalm because when it hits a
          dome, the liquid acts as it normally would. This is the Super Guided
          that kills Cyborgs and Ultimate Cyborgs. Super Guideds and
          Anti-Shields when matched with Anti-Gravity, Auto Defense, and Large
          Shields guarantee that I will win the round.

3. "Eliminator"
Buy at a Time: 1
Number of Warheads: 9
Explosion Size: 9
Special Additions: Vertically guided, horizontally guided, tracks to ceiling.
Explosion Type: Funky
Cost: $530,841
Comments: This thing is so damn powerful (and expensive) it's not even funny.
          It has the strength to take out all of the land in the arena and all
          of the domes. If you don't believe me, give this baby a try for
          yourself. However, I don't think that you get points for the kills,
          so only use this weapon when you are really winning the game by a
          large margin and want to end it soon. When using this weapon, aim
          for the lower corner farthest away from you. That way, when it
          spreads put it will have a wider range and destroy more.

4. "Killer Number 9"
Buy at a Time: 9
Number of Warheads: 9
Explosion Size: 9
Special Additions: Ignore Dirt
Explosion Type: Basic
Cost: $1,151,370
Comments: Picture an Armageddon (but with an explosion just a little bit
          smaller). Make there be nine warheads. Make them Ignore Dirt, so
          that way they only explode when they hit a dome. That's what this
          is. The only custom weapons I have that's stronger than this baby is
          an Eliminator. But make sure that you do not use this weapon if
          either the ceiling, the floor, or the walls are Solid (The ideal
          settings would be a bouncy or wrapping wall, a bouncing floor, and
          an open ceiling). Just aim at about 50 (not 45 because sometimes it
          will bounce back and kill you) degrees. The side you aim towards
          should be the side with the fewest domes. Example:
-: Floor, Ceiling   #: Opponent  @: You
|: Wall             /;_;/: Land
______________________________________________________________________________
|                                                                            |
|                                  Fire at this angle->   \                  |
|                                                          \             ___#|
|                                             Sky           \     ____#_/    |
|                                                            _@__/           |
|                     #                        ____   #_____/                |
|              #_____/ \              _____#__/    \_/                       |
|   ___#______/         \____     _#_/                                       |
|__/                         \#__/                      Land                 |
|____________________________________________________________________________|
This weapon can be extremely powerful when used correctly.

5. "Death Roller"
Buy at a Time: 9
Number of Warheads: 9
Explosion Size: 9
Special Additions: Rolls down
Explosion Type: Dirt bomb
Cost: $732,390
Comments: Pretty strong. It buries your opponents. All of them. Maybe even
          you. Don't use if you are playing against a friend with Ignore Dirt
          weapons. When you bury them, they'll just be able to fire right
          through the dirt, killing you.

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VI. Tournament Feature

<><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><>
<>A. Description<><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><>
<><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><>

The Tournament option (found in the "File" menu) is Dome Wars' version of a
one-player game. To the author of Dome Wars: Make a career-type one-player
where you battle domes from other countries or something like that (it would
be cool!).
Anyways, Tournament mode isn't too bad, if you ask me. I don't play it a lot
because it takes too long for my personal tastes. So don't expect it to be a
Goldeneye007 (<-another great game, but Goldeneye007 is for the Nintendo 64,
not the Macintosh). The Dome Wars Tournament Feature is a ten round battle
where you battle against increasingly difficult opponents. You get a sponsor
in the beginning, giving you [an] item(s) to help you to win the tournament.
Your high scores are listed in the "Other" menu. As of today, my five highest
scores are:
 _______________________
|Paul's Top Five Scores |
|_______________________|
|5)  57,990 |
|4)  65,050 | Last Updated
|3)  79,540 |    4/24/2003
|2)  99,080 |
|1) 121,660 |
|___________|

If you have me beat, take a picture of your high score (using Shift-Command-3)
and E-mail it to me as an attachment. However, I will not except your score if
you just E-mail the number in to me (because someone could lie). Seeing as my
scores suck, the E-mails should just pour in on this one. So this will become
my "Top Five" section in future updates. Read on to find out more about the
Tournament mode.


<><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><>
<>B. Sponsors<><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><>
<><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><>

In the beginning of the Tournament mode, you are given a choice of one of
three sponsors. Each one gives you something useful. Choose wisely to make
sure you can get the most bang for your buck. The "Probable Number of Kills"
tells my estimate of how many bonus kills your sponsor may give you when used
correctly.

1. Venture Capital
This one gives you 15 grand ($15,000)
I usually go with this one because it helps me to get the money I need so that
I can stock up on ICBMs/Little Boys/Missiles. However, the choice is yours and
what you do is not decided by me. But my strategy is the only truly good one
for this sponsor choice that I know of.
Probable Number of Kills: 8

2. R&R Energy
This one gives you 3 Medium Shields
The shields are only helpful in the last 3 rounds. If you plan on dominating
then, these will be very handy. But if you plan on destroying the domes
earlier in the game because they are easier, I don't recommend getting this
one.
Probable Number of Kills: 3

3. Controlled Weapons
This one gives you 2 Both Guidances.
The Both Guidance weapons you get are only useful when you are just a beginner
to the game of Dome Wars. When you become an advanced player, this option
becomes useless. The Both Guidances only ensure two kills. Getting a Venture
Capital can give you at least 6 other weapons, ensuring 6 kills. It's obvious
why I don't ever use this one.
Probable Number of Kills: 2

4. Futuristic Steel
This one gives you 1 Impact Brace
I never bother with this one. This is only truly useful in the rounds against
the cyborgs when you truly need shields. I suggest never using this.
Probable Number of Kills: 2

5. Atomic Research
This one gives you 1 Armageddon
Definitely not. Never buy this one. The Armageddon gives you 3 kills at the
very most. It will probably give you two, though. Add in the possible chance
of you misssing, and it evens out to two, which is the same as getting the
"Controlled Weapons" sponsor, but there are certain times you must use an
Armageddon to get both kills. For the Both Guidances, they work anytime.
Probable Number of Kills: 1-3, but probably 2.


<><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><>
<>C. Tips><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><>
<><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><>

Everyone has their own style for tournament mode. Nobody plays the game the
exact same way. My own style pretty much revolves around the basics. Here is
my style:

1) Get the "Venture Capital" sponsor.
2) Buy ICBM's and Missiles.
3) Kill my opponents over the first 6 rounds and save my money
4) Use my money to buy an Auto Defense, a type of shield, and an Impact
   Brace/Anti-Gravity.
5) I kill the Cyborgs like I killed everyone else.

As I said, that is just my unique style of playing tournament mode. But
because I play the tournament mode so rarely (I prefer just the basic game
since I think it is a lot more fun), I have never really had much time to
develop a great and powerful strategy. But here are some tips that you can
use:

1:  Remember that your kill percentage helps you. At the end of the game, you
are awarded points for how high your kill percentage is. You can figure out
how many points you get in one of three ways:
(Points=your score bonus. %=your kill percentage. 1/2= one half)
a) Points=(1/2%)x1000
b) Points=%x500
c) 500 points for every 1%.
Your percent can have a fifty thousand (50,000) point difference, so make sure
your aim isn't crap.

2: Take out your strongest opponent first. To find out who that is, go by this
chart of opponents in different rounds. However, it is incomplete. If you
could fill it in for me....
Just E-mail me with any missing spots.

A) Round 1 (completed):
1 idiot
B) Round 2 (incomplete, I think):
3 idiots
1 unpredictable
C) Round 3 (incomplete, I think):
2 unpredictable
1 straight shot
1 idiot
D) Round 4 (complete):
3 straight shots
1 lobber
2 unpredictables
E) Round 5 (complete):
3 lobbers
1 revenge
2 straight shots
F) Round 6 (complete):
3 revenges
1 super lobber
2 lobbers
G) Round 7 (complete):
3 super lobbers
1 cyborg
2 revenges
H) Round 8 (complete):
3 cyborgs
1 ultimate cyborg
2 super lobbers
I) Round 9 (complete):
2 cyborgs
3 ultimate cyborgs
J) Round 10 (complete)
2 ultimate cyborgs
As you can see, your opponents get progessively harder. Use your weapons to
combat the increasingly hard opponents.

3: Remember that unless you are really good, most of your kills will come to
you in the beginning 6 rounds (before the cyborgs come). Feast on your
opponents then and load up on getting a high score. In the last three rounds,
just kill the guys as can.

4: As the opponents get harder, you will need to pick your targets wisely.
Always target your most powerful opponents first. That way, they have a much
smaller chance of killing you.

5: Here is a way to get a really high score (why am I giving my secret away?):
1) Set the mountain to have a 1 bumpiness and a 1 steepness, making it
perfectly level. That way, you can fire at full power at a near-level angle
and always kill someone.
2) Set the game so that the computers cannot buy weapons or shields. That way,
they suck a lot more and the cyborgs are three times as easy to kill.
3) Make sure that the wind is turned off. That way, your calculations and aim
will not be messed up.

Unfortunately, that is all I really know about the tournament mode. I am
sorry. This is one place where your contribution would really help.

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VII. The Computers


Come on, you know you will never be able to have a human opponent every time
you want to play. So you can challenge the computer to a match. The computer
difficulties have quite a range of difficulty, and some of the difficulties
are too much for even me (when I have little or no cash whatsoever so then I
can't get a good weapon/shield) to handle! So choose carefully....
If you can't decide, just pick random. I will list them in order of strength,
from weakest to strongest.

<><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><>
<>A. Idiot<><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><>
<><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><>

     The very weakest computer. This one just picks a random angle and a
random power and fires away using their most powerful weapon. Their most
powerful weapon is usually a Fat Man or a Little Boy (none of the computers
have much of a range when it comes to purchasing powerful weapons). However,
firing randomly is not always so bad. Having a Bouncy Ceiling, Walls, and
Floor can make them a force to be reckoned with. But if any of those are
Solid, you'll see a major decline in their power. Don't underestimate these
dudes otherwise, though.
     To take out an Idiot, just home in on them with a fairly weak weapon (an
ICBM is a great choice for this) until you hit them dead on. Chances are small
they will be able to stop you.


<><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><>
<>B. Unpredictable<><><><><><><><><><><><><><><><><><><><><><><><><><><><><><>
<><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><>

     An upgrade from the Idiot. This one fires in a style that is similar to a
Track to Ceiling weapon in the way that they never hit the ceiling. These
dudes can become annoying because sometimes they hit their target by luck. I
have had an Unpredictable take out 5 opponents before I finally knocked it off
(I took out the other 3). According to the Dome Wars Read Me, this computer
choice has a much smaller chance of taking out itself than an Idiot. Still,
this computer is nothing too tough to beat. An Unpredictable chooses weapons
similar to an Idiot.
     To take out an Unpredictable, kill them the same way you would kill an
Idiot: home in on them. A Little Boy would be the more ideal weapon for these
dudes, though.


<><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><>
<>C. Straight Shot<><><><><><><><><><><><><><><><><><><><><><><><><><><><><><>
<><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><>

     A Straight Shot is an extremely unique character in the way that their
style is truly what their name suggests: They shoot straight. Here's an
example:
$= The opponent (most likely you)
#= The Straight Shot
-: The Straight Shot's shot.
______________________________________________________________________________
|                                                                            |
|___                     Sky                                                 |
|   \                                                                        |
|    \_                                                        ___    _      |
|      \_$<----------------------------------------#__/\______/   \  / \/\___|
|        \           _                   ____/\   /                \/        |
|         \        _/ \     /\_  /\_    /      \_/                           |
|          \______/    \___/   \/   \__/                                     |
|                                   Land                                     |
|____________________________________________________________________________|
     As you can see, they always fire directly at their target. They also do
it at their full power. Because of this method, the Straight Shot is extremely
likely to hit their targets unless something is in the way, be it dirt (or
just you). However, if all of the domes are at a lower elevation than the
Straight Shot, they will just fire at full power in a random direction. If you
are playing a Straight Shot on a perfectly level mountain, be warned that they
will always hit their target. I think that the main weapons of a Straight Shot
are Missiles, but it might be Little Boys or ICBMs.
     To blow a Straight Shot off the face of the Earth, destroy them before
they can hit you. Use a Little Boy to hit them early on. If they are above you
though, just let them stay there for a while. They won't be likely to hit you
up there.


<><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><>
<>D. Lobber><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><>
<><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><>

     A Lobber fires similar to an Unpredictable because it rarely hits the
ceiling. It sets a target and tries to destroy it. It homes in on them until
they are dead. However, that usually takes a couple of turns (anywhere from
2-6). If a Lobber loses too much health, it will shoot at a ninety degree
angle and blow itself away. Sometimes it will go hella crazy and do that for
no apparent reason. A Lobber is nothing to fear too much. They will give you
plenty of warning before they actually manage to kill you. If you see one
trying to kill you, try to kill him back. The main weapon of a Lobber is a
Little Boy.
     If you want to beat the heck out of a Lobber, the best way to do so is do
the same thing they do, and that is to home in on them. But if you are off, by
a little or a lot, add to the power (or decrease it if you are overshooting)
or change the angle a couple of times. Just make sure that you hit them way
before they hit you. An ICBM should be enough to do the job, but if you suck,
go for a Little Boy instead.


<><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><>
<>E. Revenge<><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><>
<><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><>

     A Revenge plays identically to a Lobber in almost every way: they track
to ceiling, they will blow themselves up when low on health, they home in on
their target, and they sometimes kill themselves for no true reason. However,
there is one exception, which is a big difference in some respects. This
difference is that a Revenge targets the opponent whose last shot came the
closest to the Revenge. Because of this, they may be about to take out one foe
when they have to switch to a different one. Sometimes, when there are ten
domes and about half are Revenges, they will make a chain effect: One will end
up shooting the one right next to it. That dome will then hurt itself trying
to hit the opponent (because it is so close), and then the next dome will
count that as the closest shot and hurt itself, and so forth.
     If a Revenge is pissing you off, just kill them the same way you would
kill a Lobber: home in on them. This works great. Also, while you are trying
to kill them, someone else may hit near them and the Revenge might target them
instead.


<><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><>
<>F. Super Lobber><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><>
<><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><>

     A Super Lobber is a good difficulty to improve your skills using. A Super
Lobber has a lot of advantages.
1) A Super Lobber kills itself a helluva lot less often than a Revenge or
   Lobber does.
2) They use weapons better than a Revenge or a Lobber does.
3) They buy weapons better than a Revenge or a Lobber does
4) They target opponents similar to the way a[n Ultimate] Cyborg does.
However, a Super Lobber's firing style is identical to a Revenge and a Lobber
because they still have their shots go in an arch, tracking to the ceiling. A
couple of Super Lobbers can take you out very easily if you don't have
Shields, Impact Brace, or Anti-Gravity. Otherwise, these dudes can't do
anything major. A Super Lobber buys weapons a lot like a Lobber does.
     As with all of he previous difficulties, just home in on these guys to
take them out.


<><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><>
<>G. Cyborg><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><>
<><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><>

     Ah, yes. Finally we reach the more powerful opponents.

                           Mwa ha ha ha ha ha......

     A Cyborg is the weakest opponent that uses shields (but they are not weak
at all). It purchases Small Shields as a defensive system. Their weapon is
usually a Missile. However, a Cyborg is more than just a computer that buys
shields: They have two great differences. For one, they target the remaining
opponent with the highest score (if they have the highest score, then they
target the opponent with teh second highest score). More importantly though,
they  hit their opponent over 99% of the time. They always use the correct
angle and power to hit the foe. Wind cannot stop them. However, sometimes,
they game may have their shot go a little bit to the side of the dome, so they
appear to miss. If this happens to you, consider yourself lucky. The only
other way they won't hit their target is if dirt is in the way. Having more
than five Cyborgs is sure to be enough to ruin your chances of winning.
     Cyborgs are easy to kill if you have set the starting cash to a high
amoumnt. Napalms are your best bet unless you happen to have an Armaggedon. I
am not good enough to kill a Cyborg without any weapons stronger than an ICBM.
If you have copied some of my Custom Weapons, the Anti-Shield will work well.


<><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><>
<>H. Ultimate Cyborg<><><><><><><><><><><><><><><><><><><><><><><><><><><><><>
<><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><>

     There are no words to describe how much I hate these things. They are
very cunning and extremely challenging when I have no powerful weapons. They
buy Small Shields and use an Auto Defense to put them up at the beginning of
the round. They strike their opponent with Missiles using the accuracy of a
Cyborg. If they cannot take out their opponent with one hit (usually happens
when you are shielded, but sometimes they hit the dirt instead), they use
Small Napalms to make the kill. If they are having trouble taking out a foe,
they will take out others instead and return to the original one. They target
their opponents identically to a Cyborg, but with one difference: they target
Humans first. That is yet another reason why it is called an "Ultimate"
Cyborg. If you are a Human (which I really hope that you are), watch out for
these guys. They are powerful.
     Ultimate Cyborgs are easy to kill if you use an Anti-Gravity (one of my
custom weapons). It will be sure to take them out. Otherwise, make sure you
hit them with an Armageddon or a Napalm. That's your best bet. Kill them as
fast as you possibly can. Good luck!

\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/
[][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][]
/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\
VIII. Tips & Strategies

These are the best hints I can give you....
Use them!


<><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><>
<>A. Tips><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><>
<><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><>

The difference between tips and strategies is this: A strategy is a method of
playing the game. Tips are just recommendations.

1) Use customized weapons. They can make the game a heckuva lot easier. By
making these wisely, you suddenly have a whole and mighty arsenal of choices
to kill your opponents. Plus, you can make unlimited customized weapons (I'm
99% sure)! When you fill up Custom A, it will make a Custom B (this doesn't
happen on Dome Wars version 1.01 or whatever it is). Oh, what the heck, while
we're at it...

2) Copy a few (or maybe just all) of my custom weapons! They are great choices
and each has its own unique abilities. Also, I have yet to copyright them....
Just joking. Each weapon comes in handy at certain times during the game. They
are a well-rounded bunch that I put some thought into.

3) Get a copy of ResEdit. If you get a copy of this resource hacker, you can
use it to get yourself more money. With the excess moolah, you can make better
weapons and buy more stuff. It can also make the game more fun.

4) Destroy your most powerful opponent first. This goes for human opponets
also. That way, they don't have much time to work you over good. However, in
my own opinion, the order of powerful computers is not
Idiot-Unpredictable-Straight Shot-Lobber-Revenge-Super Lobber-Cyborg-Ultimate
Cyborg, like the game tells you. I think the order is, from weakest to
strongest:
a) Idiot-this is obvious.
b) Unpredictable-also obvious.
c) Revenge-Revenges kill/hurt themselves often because the nearest shot was
   often from the guy right next to them. When there are less than five domes, 
   switch this with Lobber.
d) Lobber-Weaker than a Super Lobber, but it kills itself less than a Revenge.
e) Super Lobber-Rarely kills itself, but relatively accurate. Smart, too.
f) Straight Shot-Yes, this belongs here, belive it or not. It almost always
   hits its target. When there are ten domes in the game, these suckers can
   become very strong.
g) Cyborg-obvious
h) Ultimate Cyborg-even more obvious.
Just make sure you kill your greatest foe first.

5) When Dome Wars starts to become boring, get some friends (if you don't have
any, find some) that you and play against them. This makes the game about 5
times as fun per person you add.

6) Use the Control Panel. The weapons list, the power thingie, and the angle
circle are handy, but I use it for this reason: When it is your turn, you can
click on any opponent to find out their health (includes shields) and their
difficulty. That can come in very handy when you are trying to figure out who
to strike.

7) Think before you strike. Make sure that your power is enough, your angle is
accurate, and that your weapon is the best for this situation. If it helps,
try making the path you think that the shot will take. Picture the explosion.
That has saved me much ammunition. And, before you shoot, double-check your
angle, power, and weapon just to be sure you aren't doing something stupid.

8) If you are going to try making your own custom weapons, here is a good way
to test them out:
Start a new game, and make there ten humans. You will act as all ten.
Buy the weapon(s) you want to try out.
Use them on yourself. If they seem effective, keep them.

9) When you have spent all of the money you want to that round, spend the rest
in Bank Bonds. That will allow you to gain more money for the next round.
Also, in case you die on the first turn, you will have a little bit of money
to use later on.

10) Use my 15-round Training Process to get better. It runs somewhat like
this:
Key:
       When I say #:# Mountain, it means:
                 /   \
    The Steepness     The Bumpiness
Level 1: 9 Idiots             $500,000; 3 rounds on 1:1 Mountain
Level 2: 4 Idiots             $500,000; 3 rounds on 1:2 Mountain
         5 Unpredictables
Level 3: 9 Unpredictables     $450,000; 5 rounds on 2:3 Mountain
Level 4: 4 Unpredictables     $450,000; 4 rounds on 3:3 Mountain
         5 Revenges
Level 5: 9 Revenges           $450,000; 3 rounds on 3:3 Mountain
Level 6: 4 Revenges           $400,000; 3 rounds on 3:4 Mountain         2 
Lobbers
         3 Super Lobbers
Level 7: 5 Lobbers            $400,000; 4 rounds on 4:4 Mountain
         4 Super Lobbers
Level 8: 9 Super Lobbers      $450,000; 5 rounds on 5:5 Mountain
Level 9: 1 Idiot              $500,000; 10 rounds on 5:5 Mountain
         1 Unpredictable
         1 Straight Shot
         1 Revenge
         1 Lobber
         2 Super Lobbers
         1 Cyborg
         1 Ultimate Cyborg
Level 10: 5 Cyborgs           $400,000; 5 rounds on 6:6 Mountain
          4 Super Lobbers
Level 11: 9 Cyborgs           $400,000; 3 rounds on 6:7 Mountain  
Level 12: 5 Cyborgs           $400,000; 4 rounds on 7:7 Mountain
          2 Ultimate Cyborgs
          2 Super Lobbers
Level 13: 4 Cyborgs           $350,000; 3 rounds on 7:8 Mountain
          5 Ultimate Cyborgs
Level 14: 7 Ultimate Cyborgs  $350,000; 4 rounds on 8:8 Mountain
          2 Cyborgs
Level 15: 9 Ultimate Cyborgs  $400,000; 5 rounds on 9:9 Mountain

When you have finished first in each level three times, advance to the next
level. This should increase your accuracy, give you time to develop a unique
strategy, and overall make you a better player at Dome Wars


<><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><>
<>B. Strategies><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><>
<><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><>

Different people have different ways of playing Dome Wars. I will tell you
much of mine. However, my strategy varies depending on my opponents. For
example, I might stock up on Napalms or Large Shields to counter Cyborgs.
If anyone has a good strategy, please E-mail it to me. I will look it over,
maybe try it out, and, if it is good enough, list it here.

Here is my strategy
I am going to use an example, because that is probably the best way I can
explain it.
In this, we are going to assume that there are ten domes. Oh, and these are
people I actually know.
1) Paul (me)-Human
2) Johnny-Cyborg
3) Alex-Idiot
4) Arminderpal-Straight Shot (<-that's an East Indian name)
5) David-Ultimate Cyborg
6) Holly-Revenge (She's hot, so I give her this automatically =D)
7) Blake-Super Lobber
8) Brandon-Lobber
9) Kavon-Ultimate Cyborg
10) Michael-Unpredictable
That makes 1 Idiot, 1 Unpredictable, 1 Straight Shot, 1 Lobber, 1 Revenge, 1
Super Lobber, 1 Cyborg, 2 Ultimate Cyborgs. Wee will also say that the game
lasts for 10 rounds.

First of all, I am going to give myself $1,270,000.
I would buy:

Definite Items:
1) 27 (3 packs) Super Guideds
2) 18 (2 packs) Guided Napalms
3) I always buy enough Large Shields for twice the amount of rounds, so
   10x2=20.
   I wold buy 10 packs of Large Shields, which is twenty in all.
4) 1 Auto Defense
5) 2 Anti-Gravitys
6) 1 Armageddon
7) 2 (1 pack) Little Boys
8) I would spend the rest of my money on Bank Bonds.
Optional Items:
1) Batteries. Probably 2 packs worth (which is ten in all)
2) Retreat. Just buy one.
3) Impact Brace (buy 1)

I would then start the game.

I will give an example of the first round, and none other. I will tell you
what happens, and make a few drawings. I hope that by doing this, you can get
an idea of how I play. If you cannot, then read the bit at the end of the
example. But that may be lacking a few important bits.

Round 1:
Let's say the order is like this:

1st: Blake (Super Lobber)
2nd: Arminderpal (Straight Shot)
3rd: Michael (Unpredictable)
4th: Johnny (Cyborg)
5th: David (Ultimate Cyborg)
6th: Alex (Idiot)
7th: Paul (the Human, which is you)
8th: Holly (Revenge)
9th: Kavon (Ultimate Cyborg)
10th: Brandon (Lobber)

In the beginning, I put up my Large Shield, giving me 200.
David and Kavon put up their Small Shields, giving each of them 50.

On Blake's turn, he fires at you (because he is a Super Lobber) with a Little
Boy. His shot falls just under you, and doesn't touvh you. It does, however,
barely graze Alex.
Results:
a) Alex loses 4 health. (96 left)

On Arminderpal's turn, he tries to fire at Brandon. He hits the dirt, though.
The dirt is right under David. David takes a little fall.
Results:
a) David loses 13 health. (87 left)

On Michael's turn, he fires between Kavon and Holly. It hits next to Holly.
She falls. It also hit the dirt below Kavon, so he falls too.
Results:
a) Kavon loses 6 health (94 left)
b) Holly loses 24 health (76 left)

It is now Johnny's turn. Since Michael has the highest score, he shoots at
Michael. He kills Michael in one shot.
Results:
a) Michael loses 100 health, killing him.

Even though Johnny has the highest score, David will try to hit you because he
is an Ultimate Cyborg. He hits you with a Missile. Before that, though, he
uses a Battery to heal the damage caused by Arminderpal.
Results:
a) Paul loses 23 shields (177 left)
b) David regains 10 health (97 left)

The Idiot is now up. Alex fires to the left and comes very close to Johnny.
Johnny falls a lot.
Results:
a) Johnny loses 76 health (24 left)

It is finally my turn. I am going to fire at David with a Super Guided. That
way, the resulting fall will be enough to kill David, Johnny, and Alex.
Results:
a) David loses 50 shields (0 left)
b) David loses 97 health, killing him
c) Johnny falls and loses 24 health, killing him
d) Alex falls and loses 96 health, killing him

It is now the chick (Holly)'s turn. She targets Blake. Although Michael's shot
came the closest, he is dead (Yes!). She fires and brushes up against Blake.
Results:
a) Blake loses 5 health (95 health)

The second Ultimate Cyborg is now up. Kavon strikes me.
Results:
a) I lose another 23 shields (154 left)

Brandon is up. As a Lobber, he decides to try and hit Kavon. His shot comes
hits hiself instead and he suffers.
Results:
a) Brandon loses 54 health (46 left)

The first round of turns is now over. Here is who is left:

1) Blake, with 95 health.
2) Arminderpal, with 100 health.
3) Paul (me), with 100 health and 154 shields.
4) Holly, with 76 health.
5) Kavon, with 94 health and 50 shields.
6) Brandon, with 46 health.
6 opponents are left.

On Blake's second turn, he tries to hit me again. He barely touches me.
Results:
a) I lose 3 shields (151 left)

On Arminderpal's turn, he no longer has anyone to hit because when Brandon
hurt himself he fell out of Arminderpal's range. Arminderpal fires randomly
and hits the pit where David died.
Results:
None

On my turn, I decide to strike Kavon. The resulting explosion hits Holly and
Brandon, killing them. However, Kavon lives, and I cuss out the game.
Results:
a) Kavon loses 50 shields (0 left)
b) Kavon loses 93 health, (1 left) and he hits the ground
c) Holly loses 76 health, killing her
d) Brandon loses 46 health, killing him

Kavon now has his chance. He managed to survive with 1 health remaining. He
heals himself and strikes me. But I am suspended in the air from previous
strikes so his Small Napalm cannot kill me.
Results:
a) Kavon heals 90 damage (91 left)
b) Kavon restores 50 shields (50 left)
c) I lose 35 shields (116 left)

The second round of turns is now over. Here is who is left:
1) Blake, with 95 health.
2) Arminderpal, with 100 health.
3) Paul (me), with 100 health and 116 shields.
4) Kavon, with 91 health and 50 shields.

On Blake's third turn, he tries to hit me again. But this time, it misses
dirt, hits the ground, and bounces. It lands near where Johnny met Death.
Results:
None

Arminderpal fires randomly again, an hits near where Blake did.
Results:
None

I am up again. Kavon is my biggest foe, so he goes first. I use a Guided
Napalm because he is on the ground and a Super Guided would do little more
than remove his shields. The napalm kills him.
Results:
a) Kavon loses 91 health, killing him

The third round of turns is over. Here is who's left:
1) Blake, with 95 health.
2) Arminderpal, with 100 health.
3) Paul (me), with 100 health and 116 shields.

Blake is now up for the fourth time this round. He fires at me with a Baby
Missile and, this time, hit his mark.
Results:
1) Paul (me) loses 15 shields (101 left)

Arminderpal fires randomly again. He gets lucky and hits me.
Results:
1) I lose 24 shields. (77 left)

I am now up yet again. I hit Arminderpal with a Super Guided and end the
round.
Results:
1) Arminderpal loses 100 health, killing him
2) Blake loses 95 health, killing him
3) The round ends.
And, in only four turns, I have won a round. I am in the lead for this game.

If you could not gather many points of my strategy from this, I will try to
put into words for you:
1) I buy weapons according to my opponents.
   Example: If there had been no Cyborgs or Ultimate Cyborgs in that round, I
            would have had no need for any type of napalm. I could also have
            bought less shields. If it were all Ultimate Cyborgs or Cyborgs, I
            would have stocked up on shields and Napalms.

2) I use my Super Guideds to kill my opponents. The Super Guided has an
   explosion similar to an Armageddon, but the guided part of it makes it the
   ultimate weapon. It can take out three domes in one shot. The fall
   resulting from the explosion can take out Ultimate Cyborgs and normal
   Cyborgs.

3) When I choose my targets, I usually try and use a little point system:
     Idiot: 1 point                     And, should I be playing against a
     Unpredictable: 2 points             human, I judge their point worth by
     Revenge: 3 points                   their talent level.
     Lobber: 4 points
     Super Lobber: 5 points
     Straight Shot: 6 points
     Cyborg: 7 points
     Ultimate Cyborg: 8 points
   I target the dome that, when the shot explodes, would give me the most
   points.
   Example: A Cyborg, a Straight Shot, and an Unpredictable would be 15
            points.
            An Ultimate Cyborg, a Revenge, and a Super Lobber would be 16
            points.
            Since the second group has more points, I would target whoever is
            in the middle of the three. On the next turn, I would target the
            other group.

4) Whenever a Cyborg or an Ultimate Cyborg is on the ground (or pretty close
   to it) and has shields up, I use napalms to take them out. It won't kill
   multiple opponents, but it will destroy the Cyborg, unless, of course, I
   happen to miss (which rarely ever happens).

5) This wasn't included in the example, but I'll put it here anyways.
   Once I have a commanding and big lead, I usually use my "Killer Number 9"
   or "Eliminator" to end the game quickly. I don't think either of these give
   you points for your kills, but they do kill a heckuva lot of domes.


<><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><>
<>C. Multiplayer Suggestions<><><><><><><><><><><><><><><><><><><><><><><><><>
<><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><>

The Multiplayer part of Dome Wars is what makes this game truly great. But the
multiplayer can be a real drag if you don't set it up well. Here are some
scenarios I have made that are pretty fun. But my brain is not very good at
thinking up scenarios, so if you have any, please E-mail them to me.

Setups:
1: Team War
Number of Needed Humans: 3-10. But the more, the better it will be.
Description: Split up the humans into teams. You might have two teams, three
teams, four teams, maybe even five times. It is up to you. Have the teams
fight against each other, and maybe even bet on the outcome. To find out which
team wins, at the end of the game, add up the score of each player on each
team. Example:
Team One                   Team Two                  Team Three
Player 1: 51,350           Player 4: 113,720         Player 7: 124,540
Player 2: 12,940           Player 5: 9,210           Player 8: 25,470
Player 3: 81,250           Player 6: 34,810          Player 9: 12,120
Combined Score: 145,540    Combined Score: 157,740   Combined Score: 162,130
Team Three has the highest combined score, so they win the game.
Possible Settings: Keep the Mountain at whatever you want (I recommend having
a Bumpiness of five and a Steepness of five, though). Give about $500,000, and
make the game last a while for it to be a truly great game.

2: Against the Cyborgs
Number of Needed Humans: 2-9. But the fewer, the better it will be.
Description: First, make the humans. Then fill in the remaining spaces with
Cyborgs and Ultimate Cyborgs. Have the humans team up against them.
Possible Settings: If you want a challenge, make the starting cash $0.
Otherwise, do whatever you want to.

Other Recommendations:
Sometimes, the game can be a drag when you are even using the previous
scenarios. It may take to long for you to kill an opponent, it may be to slow,
etc. Make it more fun by using these:
1) Don't allow shields of any sort to be used. Allow only Warps, Retreats,
    Batteries, Gophers, and Hydrofoils to be used as defensive weapons.
2) Keep the Starting Cash high. The cash allows for a lot of weapons, so
    people will virtually never use the pointless Baby Missiles.
3) Don't allow people to use very many weapons. For example, outlaw any
    custom, guided, and napalm weapons. It is no fun when people just use a
    Super Guided or a Guided Napalm whenever it is their turn. Instead, allow
    only Dirt Weapons and Standard Missiles. It will make the game about twice
    as fun. That way, no one will just use a Super Guided and kill everybody.
    They will actually have to aim, think, and fire.

I can't think of anywhere else to put this, so I'll put it here:
When Dome Wars starts to become boring for you, make a tournament. Build a
ladder and put people you know in the game as domes. If you build a ladder,
you must have this many entries:
2
4
8
16
32
64-the size of my biggest tournament yet
128
256
612
1024-you gotta be crazy (or just really bored) to do this. You also have to
     know a lot of people.
Example:

____
Kyle|
Paul|__Paul____
____|          |
____           |
Joe |          |__Paul_____
Brad|__Joe_____|           |
____|                      |
______                     |Winner: Paul
Kavon |_Johnny_            |
Johnny|        |           |
______|        |___Blake___|
_____          |
Blake|         |
David|__Blake__|
_____|

And if you happen to have a lot of friends over, have a tournament with them.


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IX. Changing Things Around


If Dome Wars is starting to become a little bit boring, jazz it up! Add to the
max cash or change the backgrounds.
In this section I hope you follow these guidelines:
1) Well, to even be able to use this section, you need a copy of the Macintosh
   application of ResEdit. I believe you can find a copy at an Apple FTP
   website.
2) Don't change the game too much. You might jack it up, or you may go to far
   and end up doing something illegal. The two things I do, I know they can be
   done because, in the Dome Wars ReadMe, it says that you can.
3) DO NOT SELL THE MODIFIED GAME! This I know is illegal, and you could go to
   court, and maybe even jail. I have no idea what the punishment would be but
   it would definitely be somewhere between a $1 fine and the death
   penalty.....


<><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><>
<>A. Adding Some Cash...<><><><><><><><><><><><><><><><><><><><><><><><><><><>
<><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><>

Sometimes the pre-set money limit is just plain too little. Here is how you
can raise the starting cash to $1,270,000 (if it can go higher, please tell me
how)

1) Open ResEdit.
2) Open "Dome Wars 1.51" or whatever your version of the game is.
3) Click on the "MENU" button/title (the buttons/titles are known as
   "resources". Resources are the only things ResEdit will allow you to
   modify)
4) Once inside the "MENU" resource, click on the one that says "Starting Cash"
   up at the top.
5) Go all the way to the bottom of the scroll bar.
6) Notice the pattern in the increase in money.
7) Hit the "Return" key to make another blank for the menu.
8) Fill it in with "510000".
9) Continue this process until you reach $1270000. This is the limit because
   you can only have 128 menu items.

Don't always use full cash amounts. This makes the game too easy and no fun.


<><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><>
<>B. Backgrounds<><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><>
<><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><>

Money isn't the only thing you can change. You can change two types of
backgrounds: Pictures and Patterns. Each type has two subtypes: Sky and Dirt.
However, the only version I am completely sure has pictures is 1.51.

Here is how to change the Patterns:
1) Open ResEdit.
2) Load up Dome Wars.
3) Click on the "ppat" button.
4a) Numbers 128-131 are the Sky backgrounds. I believe 136 is your current
    Desktop Pattern.
4b) Numbers 1005-1012 are the Dirt backgrounds.
5) Click on it to be able to modify it.
6) Use the tools to modify it.

Here is how to change the Pictures:
1) Open ResEdit.
2) Click on the "Open" command.
3) Enter the folder titled "Dome Wars Backgrounds"
4) Choose one.
5) Click on the "PICT" resource.
6) Make your own picture.
7) Memorize the original's number.
8) Select "Create new Resource".
9) Copy your picture.
10) Paste your picture.
11) Delete the original.
12) Hit "Get Resource Info".
13) Change the ID number to the original picture's number.


<><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><>
<>C. Other Stuff<><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><>
<><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><>

In this section, I will include some other things ResEdit can do. But right
now, this section remains empty.


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X. Closing Words

<><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><>
<>A. Legal Information<><><><><><><><><><><><><><><><><><><><><><><><><><><><>
<><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><>

This document copyright 2003-2010 Paul Buzbee.
Well, after thinking things out a bit, I decided to lax up my rules on letting 
other sites post this guide. I decided that I'm not running a business with 
these FAQs, so why should I be demanding in who can use them? There are a lot 
of gamers out there who need help, and they should be able to get that help. 
So, I decided that ANY site may post this, or any of my other FAQs, so long as 
they follow the following guidelines:
1. Try to keep this guide updated the best you are able to. It's a real pain 
receiving e-mails asking questions that you have answered already. So, if you 
want to post this guide on your site, try to keep it updated. The most recent 
version can always be found at http://www.gamefaqs.com/.
2. Post this guide as a .txt page, not as a .html page. Also, the whole guide 
should be on one page. If you are unsure as to what this means, check out the 
version of this guide posted at http://www.gamefaqs.com/. That is what I mean 
by a .txt page. Don't put this guide in a frame, either.
3. Give me full credit. Honestly, it's not that hard to do. All you really 
have to do is just post the full guide, not clip it or anything. In this guide 
it says I wrote it, and that's all that I'm asking for. Sure, if you give me 
credit in a bigger way I will be grateful, but you don't have to do that. Just 
give me credit. My guide, my work, so give me my credit. That's the only 
reason I write FAQs anyways. Don't take away my hobby from me.
4. If you plan to make any sort of profit from this guide, ask for my 
permission first. I will say yes, almost guaranteed.

These regulations are not hard to follow. I'm not asking a lot. So, please, 
just follow them. And thank you.


<><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><>
<>B. Contacting Me<><><><><><><><><><><><><><><><><><><><><><><><><><><><><><>
<><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><>

My E-mail address is: headbanger1547 [at] gmail [dot] com.
Just send an e-mail if you have a question.


<><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><>
<>C. Version History<><><><><><><><><><><><><><><><><><><><><><><><><><><><><>
<><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><>

Version Number: 1.51
Completed: January 8th, 2006
Size (k): Who cares?
Comments: Updated Legal Information to reflect the new year.

Version Number: 1.50
Completed: February 13th, 2005
Size (k): 101 (+4)
Comments: Completely redid some parts of this guide. None of the content's any
    different, but the overall layout is better structured, and it's more
    pleasing to the eye. Hope you enjoy it. ;)

Version Number: 1.10
Completed: February 2nd, 2005
Size (k): Don't know, don't care.
Comments: Updated the Legal Information section to reflect the new year.

Version Number: 1.08
Date: September 23rd, 2004
Size (k): 97
Comments: Changed my e-mail address... again >_<. Hopefully, I won't have to
    change it again for a LONG time. I'm getting sick of having to change it
    every so often. I changed a few small errors that I saw lying around here
    and there.

Version Number: 1.07
Date: September 4th, 2004
Size (k): 97 (+1)
Comments: Changed my e-mail address. I also threw a link in for my message
    boards, even though I know it won't do any good.

Version Number: 1.06
Date: August 17th, 2004 (school starts tomorrow ;_;)
Size (k): 96 (+1)
Comments: Fixed up my e-mail address to keep away spam bots, something I don't
    really need, but you can't be too safe. Also changed a few things around
    here and there. Again, nothing too major.

Version Number: 1.05
Date: July 6th, 2004
Size (k): 95 (+4)
Comments: Updated my MSN/AIM names and changed the Legal Information section.
    I also redid the way updates were ordered in the Version History. This
    guide FINALLY makes its way into GameFAQs. Bout time. :)

Version Number: 1.04
Date: June 15th, 2004
Size (k): Dammit, I still don't know.
Comments: Changed the "Rate This FAQ!" link, since the other one died or
    something.

Version Number: 1.03
Date: May 28th, 2004
Size (k): Dunno either.
Comments: Switched e-mail address and AIM name.

Version Number: 1.02
Date: April 4th, 2004
Size (k): Dunno
Comments: Changed MSN screenname.

Version Number: 1.01
Date: November 28th, 2003
Size (k): 91
Comments: Added the website that Dome Wars 1.5.1 can be downloaded at. A few
    other minor changes were made as well.

Version Number: 1.00
Date: May 1st, 2003
Size (k): 91 (+91)
Comments: The first version of this FAQ. It contains information about the
    weapons, shields, computer difficulties, menu items, tournament feature,
    custom weapons, some tips and strategies, and last, but not least, some
    ways to use ResEdit to change the game around a little.


<><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><>
<>D. Special Thanks & Credits><><><><><><><><><><><><><><><><><><><><><><><><>
<><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><>

Credits:
These are people who have had a direct influence on the writing of this FAQ. 
This is usually by contributing information regarding the game. As of now, 
nobody has earned a spot in this section, but maybe someday a person will.

Special Thanks:
These are people who have had an indirect influence in writing this FAQ. This 
could be through encouragement, praise, or things like that.

1. Paul S.
   Kavon N.
   Jason W.
   Bob I.
All of these guys have liked Dome Wars enough to prove to me that this is
truly a great game. And if Paul S. liked it (he's picky when it comes to video
games), then it must be a good game. If it weren't for that, I know I wouldn't
have written an FAQ on this game.

2. Nathan Sturtevant
Thanks for making such a good game.

3. Alex D.
Years ago, I first played Dome Wars at this dude's house. One day, I found the
very same game on the Internet when I was surfing it and decided to download
it because I remembered how much fun the game was. If it weren't for Alex, I
never would have downloaded this game.

4. Dallas, Kyle, Kavon, Brad, Johnny, Brandon, Joe, Kris, Cory, Kathryn, 
Ashley, Joey, and all of my friends. <333

5. You, for reading this guide. Your support is greatly appreciated, and 
whenever I see that someone gets some use out of this guide, it feels great. 
Thank you very much.

---------------------------------END OF FAQ-----------------------------------