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The Latest & Greatest Top 201 Games
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The Latest and Greatest Top 201 Games (Maple Media)(1994).iso
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cwbs23
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readme.txt
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1994-02-27
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****************************************************************************
Changes to CIVILWAR BATTLESET version 2.3 SHAREWARE VERSION
****************************************************************************
1. An option has been added to allow playing both sides
alternately. To choose this option, keep changing the SIDE
option at the top of the main menu until it indicates "BOTH
SIDES". Then load a scenario and begin to play as usual. When
the first side finishes, the screen is redrawn, and you will
be allowed to play the other side.
This can be used for a 2 player game, with both players
sitting at the keyboard. It is probably even better suited to
allow one person to play both side to recreate an entire
battle. The way the simulation is designed results in a lot
of side changes, with some turns being very short. This means
that when 2 people are playing there will be a lot of
switching from one to the other. Also, when this option is
selected, the RECON condition is turned ON, which means that
movement is not hidden.
Each time the side changes, the number of total possible
moves for that side for that turn is shown. This number is
also displayed at the top right of the screen during the
turn. The number of actual units that can actually be moved
may be fewer, since some units may be "under orders" and will
move automatically.
Occasionally, one side will have no units that can be moved
for a particular turn. In that case, the turn is advanced,
and control is passed back to the other side.
2. The gray "*" key on the numeric keypad can be used as the
"escape" key, to facilitate a second person sharing the
keyboard in the 2-player version. Te second player does not
have to reach all the way across the keyboard for the "Esc".
Likewise, the gray "+" key on the numeric keypad can be used
as the "F" key to fire artillery.
3. The 'Cancel orders' option now visually shows which units have
obeyed the order. Units that obey will flash briefly after the
order is issued.
4. An option has been added to allow continue to play when the
scenario has ended. The side controlling the objective gets
the end-game bonus each time this option is chosen, even
though the game continues.
5. When firing artillery, the valid enemy targets only will be
visible during the firing phase. Valid targets must be in
range. Additionally,if the line of sight option is ON, they
must also be in line of sight. All visible enemy units will
reappear after firing.
6. Any unit may check for visible enemy units within line of
sight from that location by typing 'V' (for 'VIEW'). This
helps you scout where to set up you artillery.
7. A screen blank function has been added, activated by "Ctrl-B".
The game screen will be replaced by a blank screen with a C:>
prompt. To go back to the game type "Ctrl-B".
8. A 'J' (for 'JOIN') option has been added to allow a unit to
check for other units it might combine with, given the current
stack limit. All units which the unit in question could join
will be displayed (if any), while all other friendly units
will temporarily be blanked out.
9. A new terrain type, "Plowed Field", is available, to simulate
the corn fields and wheatfields so common in Civil War
battles. The movement effect is the same as for woods; the
combat effect is the same as for villages.
10. Enemy move logic has been improved to (a) make better use of
roads and open terrain when not near areas of combat and (b)
to move artillery more aggressively.
11. A bug has been fixed with the 'W' (wait) command to keep it
from un-entrenching units when the command is switched off.
12. If limber option is set ON, all artillery unit types will no
longer retreat unless they are limbered. This means
unlimbered artillery units simply have to take the punishment
while they are under attack.
13. Enemy logic has been improved for General units, to make them
less prone to rush to the front line. In addition, enemy
Generals can now issue the iNspire order to rally their
troops.
14. Graphics have been added to display while the enemy is moving
or when side changes occur when playing both sides. These use
the YANK.EGA and REB.EGA icons.
15. A "T" (for Terrain) command has been added to show the
terrain without units. This toggles the units off, then
replaces visible units after you have viewed the terrain.
16. Artillery rate of fire can be adjusted in the PARAMETERS menu
from 1 (very slow) to 5 (very fast). This setting applies to
all artillery pieces in the battle. Default setting is 3
(moderate).
17. The .CIV scenario files are now compacted slightly by using
only the first character of the unit type instead of spelling
it out entirely for each unit in the file. This is
automatically handled in loading and saving files and "old"
style files will be converted. This will reduce disk space
required for a typical file by about about 5%.
18. The editor has been modified to allow you to edit unit
strength, morale, or leadership to get EXACTLY the value you
want instead of having to repeatedly experiment. The numeric
keypad is used in this way:
increases
value by 10
|
+-----+--|--+-----+
sets value ----> 7 | 8 | 9 <----- increases
at MAXIMUM |Home | |PgUp | value by 100
| | | |
+-----+-----+-----+
decreases ----> 4 | 5 | 6 <----- increases
value by 1 | | | | value by 1
| | | |
+-----+-----+-----+
sets value ----> 1 | 2 | 3 <----- decreases
at MINIMUM |End | |PgDn | value by 100
| | | |
+-----+--|--+-----+
|
decreases
value by 10
****************************************************************************
Changes to CIVILWAR BATTLESET version 2.21 6/93
****************************************************************************
1. A menu option has been added to allow you to toggle between
the game and the scenario editor directly without going
through the DOS screen.
2. A new line of sight option has been added, which when active
restricts artillery units to fire only at enemy units not
blocked by obstructing terrain features. Line of sight is
considered by tracing an approximate straight line path from
the firing unit to the enemy (while keeping to the map hexes).
Line of sight is traced until an obstruction is encountered.
If there are no obstructions, the line of sight is reported as
clear. Otherwise, the artillery unit cannot see the enemy and
is prohibited from firing at that target.
Trees, villages, hills and mountains are considered
obstructions. Army units are NOT considered as obstructions.
A firing unit on a hill may see over ONE obstructed hex with
a forest or village (but not any additional obstructed
hexes). A firing unit on a hill cannot see over a hill or
mountain.
A firing unit on a mountain may see over TWO obstructed
forest or village hexes. A firing unit on a mountain can see
over ONE hill, but never over another mountain.
The line of sight option can be toggled on or off as desired
in the game parameter menu.
because gunboats will generally have a more unobstructed view,
they have an increased line of sight ability vs. land based
artillery.
3. An "artillery capture" option has been added to allow some
portion of an artillery unit that is about to be eliminated to
be captured instead. This will happen only if there is an
unused unit number for the new artillery unit that will be
formed. To capture an eliminated battery, the victorious unit
must advance into its hex on the turn it is eliminated.
4. The option has been added to allow up to 5 different saved
games, named $AVE1.CIV through $AVE5.CIV. These are accessed
through a new menu that appears when saving or when attempting
to load a file with the '$AVE' prefix.
5. A new 'EMPLACED GUN' unit type has been added to allow for
fixed, fortified gun positions. These are treated as very
heavy rifled artillery for the purpose of range and damage.
For a given artillery unit strength, EMPLACED GUNS will do
more damage than any other artillery type. They fire at a
slightly slower rate than other rifled cannons, however.
EMPLACED GUNS can not retreat or otherwise move. They can be
captured if the 'artillery capture' option is activated.
6. High scores are now saved by side (Union and Confederate) for
each scenario completed. A special "victory" screen announces
this and updates the high scores. The high scores are
maintained in a separate file named "MAXSKORS", which is
automatically created the first time you play the game.
7. A record is maintained of games played and scores achieved by
player name in a separate file named "GENERALZ", which is
automatically created the first time the game is played.
8. Friendly units that are "under orders" are now indicated on
the map as units without a contrasting color border. For
instance, Union units normally have a white border, but Union
units currently under orders do not have the border.
9. When the "move to" order is issued, the destination is now
indicated by a line connecting the unit with its intended
target.
10.Documentation of each scenario is now available on-line as you
play the game, through the "Game Options" menu. Select
"Briefing" from this menu to get a description of the
scenario.