home
***
CD-ROM
|
disk
|
FTP
|
other
***
search
/
3D Super CD Gaming
/
HELGAM2.iso
/
tpg2demo
/
pg2dhelp.dat
< prev
next >
Wrap
Text File
|
1995-03-14
|
72KB
|
1,151 lines
DEMO HELP
This file contains the help text for the Perfect General II. Each section
starts with **#** at the start of a line, and ends with the same **#** also
at the start of a line.
Help messages may be up to 110 lines and 60 characters wide. Anything past
60 characters or 110 lines will be ignored. Please be sure that actual tab
characters are NOT included in the help text!!!!!
1---5----1----5----2----5----3----5----4----5----5----5----6"
**1** HELP_PHASE0_PLACEMENT "
Unit Placement "
"
During this phase, new units may be placed. "
"
The current unit type to be placed is outlined in the box in"
the lower right corner of the screen. To place a different "
unit, either select the unit type that you wish to place, or"
use the "Next Unit Type" command. "
"
To place a unit on the map, move the cursor to the desired "
location and select that location with the left mouse button"
or by pressing Enter. "
"
To remove a unit, just select a previously placed new unit "
to be removed with the right mouse button or by pressing the"
space bar. "
"
New units may be placed in new forts. To remove a new fort, "
select an empty fort with the right mouse button or with the"
space bar. "
"
Please note that planes may not be placed on an airfield "
that is controlled by your enemy. "
"
"
The following commands are available: "
"
Next Unit Type [N] - Cycles through the unit types which "
still have units to be placed. "
"
Phase Complete [^P] - Signifies that you are finished "
placing units and wish to move on to the next phase. If you"
have not placed all available units, you will be asked to "
confirm this command. "
"
Game menu - Various normally available game control commands"
will be listed in this menu. "
"
Display menu - Various available display control commands "
will be listed in this menu. "
**1** HELP_PHASE0_PLACEMENT "
"
1---5----1----5----2----5----3----5----4----5----5----5----6"
**2** HELP_PHASE1_MOB_PLOT "
Mobile Artillery plotting and final targetting for Airplanes"
"
During this phase, targets for Mobile Artillery may be "
plotted. If no target is plotted for a Mobile Artillery "
unit, then it will be allowed to direct fire at units later "
in the turn. For any previously targetted airplanes, a final"
target within a range of 2 hexes of its initial target may "
be selected. Targets are also plotted in this phase for any "
Off Shore Artillery a player is given for a turn. "
"
The computer will place the current unit cursor (yellow) on "
the first eligible unit. If you wish to plot a target for a "
different unit first, you may cycle to the next eligible "
unit or select the unit you wish to target. To cycle to the "
next unit, use the "Next Unit" command - either from the "
Orders menu or from the "N" button on the right side of the "
screen. To select a specific unit, either select it with the"
right mouse button, or move the target cursor (white) to the"
unit and use the "Select Unit" command from the Orders menu."
"
If you do not wish to plot a target for a unit, use the the "
"Ignore Unit" command, or the "I" button. "
"
To select a target for a Mobile Artillery unit to fire at, "
or for an Airplane to attack, move the target cursor to the "
desired location and select that location. As the target "
cursor is moved, information about the current location will"
be displayed in the white box at the bottom right of the "
screen. Locations which are out of range, or are not visible"
to any of your units will be grayed. Remember, ANY location "
within a distance of 2 from the initial Airplane target may "
be targetted. "
"
"
The following commands are available: "
"
Next Unit [N] - Finds the next eligible unit which may be "
targetted. "
"
Ignore Unit [I] - Signifies that the current unit should be "
ignored this phase. If an Airplane with an initial target "
is ignored, it will attack its initial target. "
"
Select Unit [^S] - Tries to select the unit pointed to by "
the target cursor as the current unit to plot a target for."
"
Clear Off Shore Art Plots - Clears all Off Shore Artillery "
targets so that they may be replotted. "
"
Phase Complete [^P] - Signifies that you are finished plot- "
ting targets and wish to move on to the next phase. "
"
Game menu - Various normally available game control commands"
will be listed in this menu. "
"
Display menu - Various available display control commands "
will be listed in this menu. "
**2** HELP_PHASE1_MOB_PLOT "
"
1---5----1----5----2----5----3----5----4----5----5----5----6"
**3** HELP_PHASE2_ART_FIRE "
There is no user input during this phase. "
**3** HELP_PHASE2_ART_FIRE "
"
1---5----1----5----2----5----3----5----4----5----5----5----6"
**4** HELP_PHASE3_OTHER_PLOT "
Light and Heavy Artillery plotting and initial targetting "
for Airplanes "
"
During this phase, Light and Heavy Artillery may be given "
targets to fire at during the next turn. If an Artillery "
piece is not given a target, it will be allowed to direct "
fire at units later in this turn, or to be picked up and "
moved by a vehicle. Initial targets may also be plotted for "
Airplanes to attack during the next turn. If an Airplane is "
not given a target to attack, it may be flown to another "
airfield later in this turn... provided that another air- "
field is within its flight range. "
"
The computer will place the current unit cursor (yellow) on "
the first eligible unit. If you wish to plot a target for a "
different unit first, you may cycle to the next eligible "
unit or select the unit you wish to target. To cycle to the "
next unit, use the "Next Unit" command - either from the "
Orders menu or from the "N" button on the right side of the "
screen. To select a specific unit, either select it with the"
right mouse button, or move the target cursor (white) to the"
unit and use the "Select Unit" command from the Orders menu."
"
If you do not wish to plot a target for a unit, use the the "
"Ignore Unit" command, or the "I" button. "
"
To select a target for an Artillery unit to fire at, or for "
an Airplane to attack, move the target cursor to the desired"
location and select that location. As the target cursor is "
moved, information about the current location will be dis- "
played in the white box at the bottom right of the screen. "
Locations which are out of range, or are not visible to any "
of your units will be grayed. "
"
"
The following commands are available: "
"
Next Unit [N] - Finds the next eligible unit which may be "
targetted. "
"
Ignore Unit [I] - Signifies that the current unit should be "
ignored this phase. "
"
Select Unit [^S] - Tries to select the unit pointed to by "
the target cursor as the current unit to plot a target for."
"
Phase Complete [^P] - Signifies that you are finished plot- "
ting targets and wish to move on to the next phase. "
"
Game menu - Various normally available game control commands"
will be listed in this menu. "
"
Display menu - Various available display control commands "
will be listed in this menu. "
**4** HELP_PHASE3_OTHER_PLOT "
"
1---5----1----5----2----5----3----5----4----5----5----5----6"
**5** HELP_PHASE4_DIRECT_FIRE1 "
First Direct Fire "
"
During this phase, any eligible units may be fired at enemy "
units. "
"
The computer will place the current unit cursor (yellow) on "
the first eligible unit. If you wish to fire a different "
unit first, you may cycle to the next eligible unit or se- "
lect the unit you wish to fire. To cycle to the next unit, "
use the "Next Unit" command - either from the Orders menu or"
from the "N" button on the right side of the screen. To se- "
lect a specific unit, either select it with the right mouse "
button, or move the target cursor (white) to the unit and "
use the "Select Unit" command from the Orders menu. "
"
If you do not wish to fire a unit, use the the "Ignore Unit""
command, or the "I" button. "
"
The computer will move the target cursor (white) to an enemy"
unit. If that target is satisfactory, select it by pressing "
Enter or by selecting it with the left mouse button. You may"
select a different target with the left mouse button, or by "
moving the target cursor to the unit with the arrow keys and"
pressing Enter. You may cycle through all available targets "
by using the "Next Target" command. As the target cursor is "
moved, information about the current location will be dis- "
played in the white box at the bottom right of the screen. "
"
"
The following commands are available: "
"
Next Unit [N] - Finds the next eligible unit which may fire "
at an enemy unit. "
"
Next Target [Space Bar] - Finds the next enemy unit which "
may be fired at. "
"
Ignore Unit [I] - Signifies that the current unit should be "
ignored this phase. "
"
Select Unit [^S] - Tries to select the unit pointed to by "
the target cursor as the current unit to fire. "
"
Phase Complete [^P] - Signifies that you are finished firing"
and wish to move on to the next phase. "
"
Game menu - Various normally available game control commands"
will be listed in this menu. "
"
Display menu - Various available display control commands "
will be listed in this menu. "
**5** HELP_PHASE4_DIRECT_FIRE1 "
"
1---5----1----5----2----5----3----5----4----5----5----5----6"
**6** HELP_PHASE5_MOVEMENT "
Unit Movement "
"
During this phase, any eligible units may be moved. Non- "
targetted planes may also be moved, but only to a friendly- "
controlled airfield. "
"
The computer will place the current unit cursor (yellow) on "
the first eligible unit. To order this unit to move to a new"
location, move the target cursor (white) to the desired hex "
and select it. To select a location to move to, the target "
cursor may be moved by using the arrow keys and pressing "
Enter or by clicking the left mouse button on the hex to "
move to. The left button may be held down and while choosing"
where the unit should move to. As the target cursor is "
moved, information about the current location will be dis- "
played in the white box at the bottom right of the screen. "
To stop a moving unit, click a mouse button or press any "
key. The unit will also stop when any enemy units are newly "
sighted, in case you wish to issue new movement orders. "
"
If you wish to move a different unit, you may cycle to the "
next eligible unit or select the unit you wish to move. To "
cycle to the next unit, use the "Next Unit" command - either"
from the Orders menu or from the "N" button on the right "
side of the screen. To select a specific unit, either select"
it with the right mouse button, or move the target cursor "
(white) to the unit and use the "Select Unit" command from "
the Orders menu. "
"
If you do not wish to move a unit, use the the "Ignore Unit""
command, or the "I" button. To permanently ignore a unit, "
use the "Sentry Unit" command. A sentried unit may be moved "
later by specifically selecting it. If all movable units "
have been sentried, the computer will still place the cursor"
on one to allow movement phase orders to be given, instead "
of completely ignoring the movement phase. "
"
If you wish to leave a unit in a location as a defender, you"
may order the unit to dig in for an extra defensive bonus by"
using the "Fortify Unit" command. A fortified unit loses its"
defensive bonus when it is moved. "
"
Most vehicles are capable of carrying most non-vehicle units"
as cargo. To load a unit, move your vehicle on top of the "
unit to be carried and issue the "Load Transported Unit" "
command. To unload cargo, move to a clear hex and issue the "
"Unload Transported Unit" command. "
"
Engineers may be given special orders by selecting the "Give"
Engineer Orders" command. A menu of available orders will be"
displayed. You may issue orders or cancel the menu. Help for"
engineer orders may be viewed from the engineer orders menu."
"
Armored Cars with a Machine Gun may be fired in this phase. "
To do so, the unit must not have fired yet and have at least"
one enemy unit to fire at. Use the "Fire Armored Car w/MG" "
command to enter this special firing mode. "
"
If a moving unit is in firing range of any of the passive "
player's units, the Fire button will be displayed. The "
passive player may choose to fire at the moving unit by "
clicking on the fire button or pressing F. "
"
Some units may assault enemy units. To do so, move your unit"
onto the enemy unit. The assaulting unit may not have fired "
yet. Any unit, whether fired or not, may run over an enemy "
plane or airfield. All enemy planes will immediately be cap-"
tured and destroyed. The airfield will remain in your con- "
trol, regardless of whether your unit is left there, until "
an enemy unit enters the airfield. "
"
"
The following commands are available: "
"
Next Unit [N] - Finds the next eligible unit to be moved. "
"
Ignore Unit [I] - Ignores the current unit this phase. "
"
Select Unit [^S] - Tries to select the unit pointed to by "
the target cursor as the current unit to move. "
"
Sentry Unit [Y] - Permanently ignores the current unit. "
"
Fortify Unit [^F] - Orders the unit to dig in for a defen- "
sive bonus. Moving the unit will end its fortified status. "
"
Give Engineer Orders [^E] - For engineers only. Displays a "
menu of currently available engineer orders. "
"
Load/Unload Transported Unit [T] - Allows the loading and "
unloading of cargo units to and from vehicles. "
"
Fire Armored Car w/MG [A] - Allows the ACMG unit to fire at "
an enemy unit during the movement phase. Available only for"
an unfired Armored Car w/Machine Gun which has a possible "
target to fire at. "
"
Phase Complete [^P] - Signifies that you are finished moving"
and wish to move on to the next phase. "
"
Game menu - Various normally available game control commands"
will be listed in this menu. "
"
Display menu - Various available display control commands "
will be listed in this menu. "
**6** HELP_PHASE5_MOVEMENT "
"
1---5----1----5----2----5----3----5----4----5----5----5----6"
**7** HELP_PHASE6_DIRECT_FIRE2 "
Second Direct Fire "
"
During this phase, any eligible units may be fired at enemy "
units. "
"
** Please note: This is your LAST chance to fire during this"
turn, there is no reason not to fire a unit during this "
phase! "
"
The computer will place the current unit cursor (yellow) on "
the first eligible unit. If you wish to fire a different "
unit first, you may cycle to the next eligible unit or se- "
lect the unit you wish to fire. To cycle to the next unit, "
use the "Next Unit" command - either from the Orders menu or"
from the "N" button on the right side of the screen. To se- "
lect a specific unit, either select it with the right mouse "
button, or move the target cursor (white) to the unit and "
use the "Select Unit" command from the Orders menu. "
"
If you do not wish to fire a unit, use the the "Ignore Unit""
command, or the "I" button. "
"
The computer will move the target cursor (white) to an enemy"
unit. If that target is satisfactory, select it by pressing "
Enter or by selecting it with the left mouse button. You may"
select a different target with the left mouse button, or by "
moving the target cursor to the unit with the arrow keys and"
pressing Enter. You may cycle through all available targets "
by using the "Next Target" command. As the target cursor is "
moved, information about the current location will be dis- "
played in the white box at the bottom right of the screen. "
"
"
The following commands are available: "
"
Next Unit [N] - Finds the next eligible unit which may fire "
at an enemy unit. "
"
Next Target [Space Bar] - Finds the next enemy unit which "
may be fired at. "
"
Ignore Unit [I] - Signifies that the current unit should be "
ignored this phase. "
"
Select Unit [^S] - Tries to select the unit pointed to by "
the target cursor as the current unit to fire. "
"
Phase Complete [^P] - Signifies that you are finished firing"
and wish to move on to the next phase. "
"
Game menu - Various normally available game control commands"
will be listed in this menu. "
"
Display menu - Various available display control commands "
will be listed in this menu. "
**7** HELP_PHASE6_DIRECT_FIRE2 "
"
1---5----1----5----2----5----3----5----4----5----5----5----6"
**8** HELP_PHASE7_SCORE "
There is no user input during this phase. "
**8** HELP_PHASE7_SCORE "
"
1---5----1----5----2----5----3----5----4----5----5----5----6"
**9** HELP_LOAD_SCENARIO "
Scenario Selection "
"
Highlight the scenario to be played with the arrow keys or "
by clicking on a title with the left mouse button. Clicking "
on the scrollbar or using the arrow and/or the page-up and "
page-down keys allows the list to be scrolled if it is long "
enough to extend to more than one screenfull. "
"
Play: Select to play the currently highlighted scenario. "
"
Show Recon Map: Select to view the reconnaissance map for a "
scenario. "
"
View Description: Shows the text description for a scenario."
"
Help: Self explanatory. "
"
Cancel: Cancels scenario selection and returns to the pre- "
vious screen. "
**9** HELP_LOAD_SCENARIO "
"
1---5----1----5----2----5----3----5----4----5----5----5----6"
**10** HELP_BUY_UNITS "
Unit Purchase "
"
Use the arrow buttons to increase and decrease the number of"
each unit type to be purchased. The buy points remaining, "
points used, and number of units purchased are displayed at "
the top of the screen. The number of hexes where units may "
be placed and number of airfields, if any, are shown at the "
bottom of the screen. Current placement areas are shaded "
white on the small world view map. "
"
Recon Map - Allows player to consult the reconnaissance map."
"
Done - Select when all desired units are purchased and are "
ready to be placed. "
**10** HELP_BUY_UNITS "
"
1---5----1----5----2----5----3----5----4----5----5----5----6"
**11** HELP_OPEN_MENU_OPTIONS "
The Perfect General II - Main Menu "
"
Select from the following menu options: "
"
About the Perfect General II: Displays various credits and "
information for the game. "
"
New Game - One Computer: Allows a new game to be started and"
played on one computer by one or two players. "
"
Play by Modem: Allows a new game to be started with modem "
play. (Modem play is not available in this DEMO.) "
"
Reload a Saved Game: Allows a saved game to be restored. "
(Saved games are not allowed in this DEMO.) "
"
Study Battle Record: The records for different players "
and/or battles may be viewed. "
"
Check Top Scores - All Games: Diplays the top scores or "
averages for every game played so far. "
"
Quit: Exit The Perfect General II and returns to the oper- "
ating system. "
**11** HELP_OPEN_MENU_OPTIONS "
"
1---5----1----5----2----5----3----5----4----5----5----5----6"
**12** HELP_RECON_MAP "
Reconnaissance Consultation Map "
"
The reconnaissance map for the current scenario is displayed"
on the screen. Various layers of information may be chosen "
to be displayed on top of the map. The following buttons are"
toggles to turn ON/OFF the extra information: "
"
Placement Locations - All possible placement locations for "
both sides may be displayed. The attacker placement areas "
will be shaded red. The defender areas will be blue. "
"
Neutral Countries - Neutral Countries, if any, are shaded "
white. "
"
Victory Points - The amount of victory points for each vic- "
tory point region are displayed. "
"
Map labels - Any provided labels for map features will be "
shown. "
"
Unit Display - Displays colored blocks representing units on"
the map, red for attacker and blue for defender. Units will"
be displayed according to the sighting style rule selected "
for the game. "
"
Exit - Exits the reconnaissance map and returns to the pre- "
vious screen. "
**12** HELP_RECON_MAP "
"
1---5----1----5----2----5----3----5----4----5----5----5----6"
**13** HELP_SET_DELAYS "
Game Delay Adjustment "
"
Use the arrow buttons to increase or decrease the delay time"
for the following periods: "
"
Response Delay: The amount of time the computer will wait "
for a player to request return or passing fire. "
"
Message Delay: The delay time for various message displays "
and animations. "
"
Movement Delay: The amount of time to use to move a unit "
from one hex to another. A setting of 0 simply means that "
the unit will move as quickly as your computer will allow. "
This delay time is used if passing fire will not be allowed"
during the move. If passing fire is allowed, then the "
Response Delay is used as the amount of time used to move "
the unit. "
"
Note: Lower delay times will increase game play speed, but "
may cause a player to miss a message or a chance to fire at"
the enemy. "
"
Reset: Resets the delay values to their previous settings. "
"
Ok: Accepts the current delay settings and continues. "
**13** HELP_SET_DELAYS "
"
1---5----1----5----2----5----3----5----4----5----5----5----6"
**14** HELP_SET_HANDICAPS "
Not used. "
**14** HELP_SET_HANDICAPS "
"
1---5----1----5----2----5----3----5----4----5----5----5----6"
**15** HELP_SEL_PLACEMENT_RGNS "
Region Selection "
"
You must select the shaded regions where you wish to place "
units this turn. The selected regions will also be used in "
any future reinforcement events which use these regions, if "
there are any. You are required to select the stated number "
of regions. "
"
Recon Map: Select to consult the reconnaissance map. "
"
OK: Select when finished choosing placement regions. "
**15** HELP_SEL_PLACEMENT_RGNS "
"
1---5----1----5----2----5----3----5----4----5----5----5----6"
**16** HELP_CHOOSE_BARRAGE "
To Barrage or not to Barrage "
"
When plotting targets for Light and Heavy Artillery units, "
you must decide whether the unit will fire a barrage or not."
"
Barrage: Fire a barrage at the target. The target will be "
subjected to artillery fire for a full turn. Units moving "
into a barraged location can be destroyed. The barrage also"
blocks Line-of-Sight. "
"
Non-Barrage: Do not fire a barrage. The target will be sub- "
jected to artillery fire only during the artillery fire "
phase. "
"
Cancel: Cancels the current target and allows a different "
target to be selected. "
**16** HELP_CHOOSE_BARRAGE "
"
1---5----1----5----2----5----3----5----4----5----5----5----6"
**17** HELP_SET_RULE_OPTIONS "
Game Rule Selection "
"
Set the game rules for the game about to be played. The "
following options may be set: "
"
Game type - Choose type of game play: "
Balanced - The scenario is played twice. Player 1 is the "
attacker for the first game, player 2 is the attacker for "
the second game. "
Player 1 is Attacker/Defender - The game is played once "
with Player 1 as the side chosen. "
"
Game length - Choose to play either a Short or a Long game. "
Campaigns always use the short version of scenarios. "
"
Kill style - Choose level of damage when a unit is hit: "
Full kill - Units are completely destroyed when hit regard-"
less of the strength of the firing unit. "
Partial kill - Units accumulate damage from hits according "
to the strength of the firing unit. When the accumulated "
damage exceeds the limit for a unit, it is destroyed. "
"
Hit style - Choose likelihood of shots hitting their target:"
Always hit - Shots will always hit their target. "
Random hit - Each shot has a probability to hit the target "
calculated. Unit types and terrain can affect this value. "
"
Sighting style - Choose battlefield visibility: "
Full view - All units will be displayed. However, sighting "
rules still apply when targetting units to be shot at. "
Limit to LOS - Only enemy units that are currently visible "
to a player's units will be displayed on the map. "
Note: When two human players are playing on one computer, "
full view rules will be used. "
"
Mines are: "
Hidden until found - Mines will remain hidden until a unit "
tries to move into a hex containing a mine. The mine will "
be detected and the player must verify the movement into "
that hex. A detected mine will remain invisible to the "
other player until that player finds it also. "
Always visible - Mines are always visible to both players. "
"
Environment effects are: "
Variable - Certain environmental effects may have a percent"
chance of occuring. This setting allows the environment "
effect to be used only if that probability is met. "
Predetermined - A set environment effect will always take "
effect, regardless of its percent chance of occurance. "
"
Units in friendly cities are: "
Not repaired - Damaged vehicles are never repaired. "
Repaired - Damaged vehicles are repaired at the rate of 1 "
point for each turn they stay in a VP city. "
"
Player 1 and 2: Choose the types of players. In this DEMO, "
2 humans may not play at the same time and only Level 1 "
of the computer player is available. "
"
"
Delays: Allows various delay settings to be modified. "
"
Reset: Resets all game rules to their previous settings. "
"
Save: Saves the current rule settings as the default values "
for future games. "
"
Ok: Rules are OK and the game may be played. "
"
Cancel: Cancels the play of the current scenario. "
**17** HELP_SET_RULE_OPTIONS "
"
1---5----1----5----2----5----3----5----4----5----5----5----6"
**18** HELP_ABOUT_PG2 "
This is the DEMO version of The Perfect General II from QQP."
This DEMO includes one fully playable scenario, minus some "
game options that are only available in the actual game, "
such as modem play, saved games, and campaigns. Also, game "
play is limited to one human player vs. computer level 1. "
"
The full game includes over 80 scenarios and 4 campaigns. "
"
"
The Perfect General II has been brought to you by the "
following people: "
"
Designers: Bruce Williams Zaccagnino, Andrew Visscher "
"
Programmer: Andrew Visscher "
"
Graphics Artist: Timothy R. Cuccolo "
"
3-D Artist: Jeff Birns "
"
Music and Sound Effects: Ken Norris "
"
Historical Scenario Creation: Bill Sarubbi "
"
Actors: Charles Lin, Ralph McKelvey, Ken Norris, Steve "
Cohen, Andrew Visscher, and anonymous others.... "
"
Manual: Steve Cohen, Edited by Peter Alexander "
"
Technical Support: Ken Norris, Steve Cohen, and Jeff Birns "
"
Beta Testers: Bruce Williams Zaccagnino, Andrew Visscher, "
Ken Norris, Steve Cohen, Henry Sakos, Don Griffin, Bruce "
Lull, David Wolverton, Bill Sarubbi, Mark Davis, Peter "
Alexander "
"
"
Thanks to all Perfect General fans who wrote to us at QQP to"
voice their opinions and make requests for game play changes"
and additions. "
**18** HELP_ABOUT_PG2 "
"
1---5----1----5----2----5----3----5----4----5----5----5----6"
**19** HELP_RETURN_FIRE "
Return Fire "
"
Your unit is being fired at! Only that unit may return fire."
If you do not wish to fire the unit, use the the "Ignore "
Unit" command, or the "I" button. "
"
The computer will move the target cursor (white) to an enemy"
unit. If that target is satisfactory, select it by pressing "
Enter or by selecting it with the left mouse button. You may"
select a different target with the left mouse button, or by "
moving the target cursor to the unit with the arrow keys and"
pressing Enter. You may cycle through all available targets "
by using the "Next Target" command. As the target cursor is "
moved, information about the current location will be dis- "
played in the white box at the bottom right of the screen. "
"
"
The following commands are available: "
"
Next Target [Space Bar] - Finds the next enemy unit which "
may be fired at. "
"
Ignore Unit [I] - Signifies that the current unit should not"
return fire at the moment. "
"
Game menu - Various normally available game control commands"
will be listed in this menu. "
"
Display menu - Various available display control commands "
will be listed in this menu. "
**19** HELP_RETURN_FIRE "
"
1---5----1----5----2----5----3----5----4----5----5----5----6"
**20** HELP_LOS_MODE "
View Line-of-Sight "
"
The following options are available under the LOS menu: "
"
Show LOS - Allows you to see the Line-of-Sight from any hex "
on the map. Any hex not visible from the selected hex will "
be grayed. To view the LOS from a location, move the cur- "
rent hex cursor (yellow) to the desired location with the "
arrow keys and select it by pressing enter, or click on the"
desired location with either mouse button. "
"
LOS All Units - Allows you to determine which hexes may be "
seen from any of your units. All locations which are not "
visible to any of your units will be grayed. "
"
Exit LOS View - Exits LOS viewing mode and returns to the "
regular game play mode. "
**20** HELP_LOS_MODE "
"
1---5----1----5----2----5----3----5----4----5----5----5----6"
**21** HELP_PASSING_FIRE "
Passing Fire "
"
You have chosen to fire at an enemy unit while it was mov- "
ing. Only the unit that was moving may be fired at. If you "
do not wish to fire at the unit, use the "Ignore Passing "
Fire" command, or the "I" button. "
"
The current unit cursor (yellow) will be placed on one of "
your units which may fire at the target. You may select a "
different unit to fire by clicking on the desired unit with "
the right mouse button, or by moving the current unit cursor"
to the desired unit with the arrow keys and selecting the "
unit. You may cycle through all available units to fire by "
using the "Next Passing Firer" command. As the current unit "
cursor is moved, information about the current unit and the "
target will be displayed at the bottom right of the screen. "
"
The computer will place the target cursor (white) on the "
enemy unit that was moving when you selected passing fire. "
To fire at the target, select it with the left mouse button "
or by pressing Enter. You may not choose a different target "
to fire at. "
"
"
The following commands are available: "
"
Next Passing Firer [Space Bar] - Finds the next unit which "
may fire at the moved enemy unit. "
"
Ignore Passing Fire [I] - Signifies that you do not wish to "
fire any units and that the passing fire mode should be "
exited. "
"
Select Unit [^S] - Tries to select the unit pointed to by "
the current unit cursor as the current unit to fire at the "
enemy. "
"
Game menu - Various normally available game control commands"
will be listed in this menu. "
"
Display menu - Various available display control commands "
will be listed in this menu. "
**21** HELP_PASSING_FIRE "
"
1---5----1----5----2----5----3----5----4----5----5----5----6"
**22** HELP_ENGINEER_ORDERS "
Engineer Orders selection menu "
"
Engineers may be given orders to perform certain duties, "
depending on the location of the unit. All orders require 2 "
turns to complete. Following is a list of duties which may "
be performed if the situation permits: "
"
Build Minefield: Build a new minefield with 2 charges. "
"
Disarm Minefield: Disarm an existing minefield. This will be"
completed in 1 turn if the minefield has only 1 charge re- "
maining. "
"
Build a New Bridge: Builds a new bridge over a river; it may"
not be built over a fork in the river. "
"
Repair Road Bridge: "
Repair RR Bridge: Repairs 1 strength point to a damaged or "
destroyed bridge. "
"
Destroy Bridge: "
Destroy RR Bridge: Destroys 1 stength point on a bridge. "
When the last strength point is removed, the bridge is "
destroyed. "
"
Repair Road; "
Repair RR Tracks: Repairs a road or railroad which has been "
damaged and cratered. "
"
Destroy Road: "
Destroy RR Tracks: Damages a road or railroad, by cratering "
it, to prevent its use for a movement bonus. "
"
Build a Fortress: Constructs a new fortress for added defen-"
sive capabilities in a hex. "
"
Clear Forest: Clears a forest hex to remove a line-of-sight "
blocker and to improve movement speed. "
"
Cancel: Cancels the Engineer Orders menu and returns to the "
normal movement mode. "
**22** HELP_ENGINEER_ORDERS "
"
1---5----1----5----2----5----3----5----4----5----5----5----6"
**23** HELP_ACMG_MOVE_FIRE "
Armored Car with Machine Gun Special Fire Option "
"
You have chosen to fire your Armored Car w/Machine Gun "
during the movement phase. Only the currently selected unit "
may be fired. If you do not wish to fire the unit, use the "
"Ignore ACMG Fire" command, or the "I" button. "
"
The computer will move the target cursor (white) to an enemy"
unit. If that target is satisfactory, select it by pressing "
Enter or by selecting it with the left mouse button. You may"
select a different target with the left mouse button, or by "
moving the target cursor to the unit with the arrow keys and"
pressing Enter. You may cycle through all available targets "
by using the "Next Target" command. As the target cursor is "
moved, information about the current location will be dis- "
played in the white box at the bottom right of the screen. "
"
"
The following commands are available: "
"
Next Target [Space Bar] - Finds the next enemy unit which "
may be fired at. "
"
Ignore ACMG Fire [I] - Signifies that you do not wish to "
fire the ACMG and that the ACMG fire mode should be exited."
"
Game menu - Various normally available game control commands"
will be listed in this menu. "
"
Display menu - Various available display control commands "
will be listed in this menu. "
**23** HELP_ACMG_MOVE_FIRE "
"
1---5----1----5----2----5----3----5----4----5----5----5----6"
**24** HELP_LOAD_CAMPAIGN "
Campaign Selection "
"
Campaigns are not available in the DEMO. "
**24** HELP_LOAD_CAMPAIGN "
"
1---5----1----5----2----5----3----5----4----5----5----5----6"
**25** HELP_LOAD_SAVED_GAME "
Selecting Saved Game to Restore "
"
Saved games are not available in the DEMO. "
**25** HELP_LOAD_SAVED_GAME "
"
1---5----1----5----2----5----3----5----4----5----5----5----6"
**26** HELP_SET_MODEM_OPTIONS "
Modem Configuration "
"
Modem play is not available in the DEMO. "
**26** HELP_SET_MODEM_OPTIONS "
"
1---5----1----5----2----5----3----5----4----5----5----5----6"
**27** HELP_MAIN_TERMINAL "
Modem Terminal "
"
Modem play is not available in the DEMO. "
**27** HELP_MAIN_TERMINAL "
"
1---5----1----5----2----5----3----5----4----5----5----5----6"
**28** HELP_PLACE_WAIT "
Modem Opponent Unit Placement "
"
Modem play is not available in the DEMO. "
**28** HELP_PLACE_WAIT "
"
1---5----1----5----2----5----3----5----4----5----5----5----6"
**29** HELP_MODEM_FIRE "
Modem Opponent Fire "
"
Modem play is not available in the DEMO. "
**29** HELP_MODEM_FIRE "
"
1---5----1----5----2----5----3----5----4----5----5----5----6"
**30** HELP_MODEM_MOVE "
Modem Opponent Movement "
"
Modem play is not available in the DEMO. "
**30** HELP_MODEM_MOVE "
"
1---5----1----5----2----5----3----5----4----5----5----5----6"
**31** HELP_PLAYER_HIST_SCREEN "
Player History Viewing "
"
The history for the chosen player is shown for a selected "
game. Choose whether to view the history for the games this "
player has played as the Attacker, Defender, or as a "
Balanced game. "
"
Once the player side has been chosen, the scores for the "
last 25 games against each opponent type are graphed. The "
player's scores are marked with circles and are connected "
with a line. The opponent's scores are marked with squares. "
The average of the player's last 25 scores is shown as a "
line across the graph. The graphs for each opponent type may"
be toggled on or off by selecting the appropriate button. "
Also, the highest rank achieved by the current player "
against each opponent and the number of times the rank has "
been achieved are shown to the right of the opponent "
buttons. "
"
Below the player history graph section is the Officer's Club"
for the selected game and player side. The top 5 averages "
and scores against the chosen opponent type are listed. "
Again, the average listed is a running average over the last"
25 games. In front of each name is a letter representing the"
type of player: "
"
C - Computer "
L - Local human "
R - Remote (modem) human "
**31** HELP_PLAYER_HIST_SCREEN "
"
1---5----1----5----2----5----3----5----4----5----5----5----6"
**32** HELP_SEL_PLAYER_NAME "
Select Player for History Viewing "
"
To view a player's history, highlight the player name with "
the arrow keys or by clicking on a name with the left mouse "
button. Clicking on the scrollbar or using the arrow and/or "
the page-up and page-down keys allows the list to be "
scrolled if it is long enough to extend to more than one "
screenfull. "
"
View History: Select to view the history of the currently "
highlighted player. "
"
New Player: Select to create a new player name. "
"
Help: Guess. "
"
Exit: Cancels player name selection and returns to the "
previous screen. "
**32** HELP_SEL_PLAYER_NAME "
"
1---5----1----5----2----5----3----5----4----5----5----5----6"
**33** HELP_SEL_GAME_PLAYED "
Select Game Played for History Viewing "
"
To view a game's history, highlight the game played with "
the arrow keys or by clicking on a game with the left mouse "
button. Clicking on the scrollbar or using the arrow and/or "
the page-up and page-down keys allows the list to be "
scrolled if it is long enough to extend to more than one "
screenfull. "
"
The games are listed on three lines: "
"
1) The game's title and type. (Either a scenario or a "
campaign.) "
2) The list of sides that the player may have played on. "
3) The list of opponents played against for each side played"
on (H for another human player; 1, 2, 3, 4, and 5 for the"
computer levels played against.) and the total number of "
times the player has played this game. "
"
View History: Select to view the history of the currently "
highlighted game. "
"
Help: This text. "
"
Exit: Cancels game selection and returns to the previous "
screen. "
**33** HELP_SEL_GAME_PLAYED "
"
1---5----1----5----2----5----3----5----4----5----5----5----6"
**34** HELP_TOP_OFFICER_CLUB "
Top Officer's Club for All Games "
"
The top scores and averages for all games played as the "
attacker, defender, or both (balanced) can be viewed on this"
screen. First, choose which values to view by selecting the "
Scores or Averages button. Then, choose to see the values "
against specific opponents by choosing one of the Human or "
Computer Level buttons. "
"
The type of game (scenario or campaign), first several words"
of the game title, and player names, and top scores/averages"
will be displayed. Remember, campaigns are never played in "
Balanced mode. "
"
If more games have been played than will fit on one screen, "
select the More button to scroll the list. "
**34** HELP_TOP_OFFICER_CLUB "
"
1---5----1----5----2----5----3----5----4----5----5----5----6"
**35** HELP_CAT_HISTORICAL "
Historical scenarios are based on actual historical battles."
The scenarios have been designed to maintain the balance of "
the actual battles they represent. "
**35** HELP_CAT_HISTORICAL "
"
1---5----1----5----2----5----3----5----4----5----5----5----6"
**36** HELP_CAT_SPECIAL_BATTLE "
Special Battlefields are scenarios that were played in the "
original table top game. They have been designed strictly "
for game playability. "
**36** HELP_CAT_SPECIAL_BATTLE "
"
1---5----1----5----2----5----3----5----4----5----5----5----6"
**37** HELP_CAT_DEST_ISLAND "
Destination Island scenarios are island encounters. In some "
games, one player will be invading, while in others, both "
players will be invading the island. This makes for some "
very exciting and unpredictable games! "
**37** HELP_CAT_DEST_ISLAND "
"
1---5----1----5----2----5----3----5----4----5----5----5----6"
**38** HELP_CAT_EVEN_STEVENS "
Even Stevens are scenarios where both players start off with"
relatively equal starting forces. "
**39** HELP_CAT_EVEN_STEVENS "
"
1---5----1----5----2----5----3----5----4----5----5----5----6"
**39** HELP_CAT_GREAT_UNKNOWN "
In The Great Unkown, no one knows where units may be placed "
until it is time to place them! Players are randomly "
assigned initial placement locations out of a list of "
possible regions. At times, reinforcements may be randomly "
assigned also. These games are different every time they are"
played. "
**39** HELP_CAT_GREAT_UNKNOWN "
"
1---5----1----5----2----5----3----5----4----5----5----5----6"
**40** HELP_CAT_INF_BATTLES "
Infantry Battles are fought mostly with foot soldiers, with "
few, if any, other unit types available. "
**40** HELP_CAT_INF_BATTLES "
"
1---5----1----5----2----5----3----5----4----5----5----5----6"
**41** HELP_CAT_INFILTRATORS "
Infiltrators! Beware! These scenarios do not have well- "
defined front lines; placement areas may be scattered all "
around the map. Where will the enemy choose to attack...? "
**41** HELP_CAT_INFILTRATORS "
"
1---5----1----5----2----5----3----5----4----5----5----5----6"
**42** HELP_CAT_LITTLE_JEWELS "
Little Jewels are small, quickly played battles. "
**42** HELP_CAT_LITTLE_JEWELS "
"
1---5----1----5----2----5----3----5----4----5----5----5----6"
**43** HELP_CAT_MUTUAL_NEUTRAL "
Mutual Neutral scenarios involve maps with one or more "
neutral countries. The choice of whether to invade any "
neutral counries is yours to make... there may be a large "
victory point award for a successful invasion, but your "
opponent will be given control of the neutral country's army"
as soon as you invade! "
**43** HELP_CAT_MUTUAL_NEUTRAL "
"
1---5----1----5----2----5----3----5----4----5----5----5----6"
**44** HELP_CAT_RANDOM_ECSTASY "
In Random Ecstasy, both sides start with one city and a "
small force. The starting location is assigned randomly in "
each game. "
**44** HELP_CAT_RANDOM_ECSTASY "
"
1---5----1----5----2----5----3----5----4----5----5----5----6"
**45** HELP_CAT_SET_PIECE "
In Set Piece Setup scenarios, instead of being given buy "
points with which to purchase your desired mix of forces, "
each player is assigned a certain number of each unit type. "
Do what you can with what you are given... "
**45** HELP_CAT_SET_PIECE "
"
1---5----1----5----2----5----3----5----4----5----5----5----6"
**46** HELP_CAT_SURGICAL_STRIKE "
Surgical Strike scenarios allow each side to purchase only "
certain types of units. "
**46** HELP_CAT_SURGICAL_STRIKE "
"
1---5----1----5----2----5----3----5----4----5----5----5----6"
**47** HELP_CAT_OTHER "
Other/New Games: These scenarios are those that don't easily"
fit into any of the other categories or are newly added "
scenarios. "
**47** HELP_CAT_OTHER "
"
1---5----1----5----2----5----3----5----4----5----5----5----6"
**48** HELP_CAT_CAMPAIGN_ONLY "
Campaigns are sequences of several scenarios played in "
succession. In each scenario, the Attacker (Red player) is "
assigned a goal to accomplish. If the goal is accomplished, "
play may continue to the next scenario. If not, the campaign"
will end. "
"
The possible goals are: "
"
1) Achieve a score above a specified amount. "
2) Destroy a specified number of enemy unit points. "
3) Occupy marked campaign regions with at least the required"
number of unit points. "
4) Control all campaign regions. All regions must be "
occupied by a friendly unit and must not have any enemy "
units in it. "
"
At the end of each scenario, if the Attacker achieves the "
goal, a bonus is awarded and play continues with the next "
scenario. If the Attacker fails to achieve the goal, the "
Defender receives a bonus and the campaign game ends. "
**48** HELP_CAT_CAMPAIGN_ONLY "
"
1---5----1----5----2----5----3----5----4----5----5----5----6"
**49** HELP_BLANK "
**49** HELP_BLANK "