Introduction:
The object of Pocket War is to take all of the enemies cities before they take yours. You do this by
building armies and then giving them orders.
To get started click on the [Getting Started] link in the menu above.
Notes for the 1.5 Pre-Release:
- This release will NOT load games before version 1.5.
- If you have problems with the graphics not showing up correctly on your Pocket PC erase the gx.dll from the /metalshard directory and that should take care of the problem.
- The desktop version of Pocket War requires you to have DirectX 8 or higher installed on your machine to run
- The desktop version of Pocket War requires a minimum 14.5MB of memory to run and 16.5MB to play large maps
- The Pocket PC version of Pocket War requires a minimum 6.2MB of memory to run and 8MB to play large maps
- Pocket War does not play well with GigaBar. It is reccommended that you turn off GigaBar before playing Pocket War
- When playing multi-player all players must be playing compatible versions of Pocket War.
- Pre 1.5 mods will not work with this version
Changes for 1.5 RC 2:
- Added more owner color to all the cities
- Changed cannon to M777 and updated Patriot image
- Fixed bug that let you look into enemy cities
- Game crash when you have script with errors in them now fixed
- Made loading and saving faster
Changes for 1.5 RC 1:
- Updated the script refrence
- Rebalanced the units to make some cheaper to build
- Made the battle ship more powerful and more expensive to build
- Fixed the colors on the script view so you can see the displays
- Fixed the select indicator for what a unit will build
- Tweaked the images for the javalin and abrams
- Fixed the repair rate for cities and units to make it more reasonable
- Fixed a bug where units would go to the wrong cities for repair
Changes for 1.5 Pre-Release:
- Updated all of the city and most of the unit images
- Fixed the bug that kept the new scripts from loading if old scripts were present
- Added new units and changed most of the human units
- Reactivated server based multiplayer
- Fixed a bug that allowed the fuel and health status bars to overlapp
- Changed cities so they can only service units they can make
- Changed the way license codes work to try and make them more stable (better but not totally fixed)
- Reworked documentation
- Finalized 1.5 install
- other minor fixes
Changes for 1.52 Beta:
- units now have defense bonuses
- list of groups added to the lists screen
- cities are now have defense points and take a fixed amount of time to be captured
- cities can now repair themselves rather than building new units
- city production can now be turned off
- mods now have an order in which they run to help with mods of mods
- you can now see how much life an enemy unit or city has left in the status window
- unit costs rebalanced and ranges for units stats increased
- when in window mode on a PC the system cursor will now be shown when over the title bar
- problem with the game not staying in full screen mode on PC now fixed
- bug related to selecting items from the list views now fixed
- waypoints not showing correctly in AI vs AI games now fixed
- crash when clicking on engineer units fixed
- unit maker now support purpose and priorities
- when in item is clicked on in the production queue of cities and units it will be removed from the queue rather than selected
- other minor fixes
Changes for 1.51 Alpha 2 Release:
- fixed bug that kept new mods from being loaded correctly
- fixed engineer crash bug
- changed the unit maker to work with the new version
- changed engineer image from a truck to a bulldozer
- other small changes
Changes for the 1.5 Alpha Release:
- Mods can be switched on an off from the setting menu
- AI will now use most mods automatically
- Unit images updated (not all of them yet)
- Scenarios (though none are ready)
- Multiple city types now supported
- Unit scoller scrolls by two instead of one
- Performance improvements all around
- More internal checking to help stop random bugs
- Better debugging capabilities in the mods scripting language
- Switching on trace now reports on amount of memory left to mods
- Many other small changes