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- Software Presents Part 1 of the UMS Docs
- Thanks once again to DR.J (U.S.A.)
-
- THE UNIVERSAL MILITARY SIMULATOR
-
- By Rainbird Software
-
- FORWARD
-
- Originally, the "Universal Military Simulator" was just the working title
- for a very unusual piece of software. That was about 15,000 lines of
- computer code ago.
-
- Simply put, the program you just purchased will simulate a conflict between
- any two opposing forces, from history or fantasy, displayed on a three
- dimensional battlefield that can be viewed from any perspective, while you
- zoom in on the action, command the smallest unit and change any variable.
-
- Of course there's more. The Design Map section will help you create three
- dimensional maps of anything you wish: battlefields, D & D worlds, castles
- or maps for reports. If you're out of ideas UMS will even randomly generate
- maps for you.
-
- The Create Army section will allow you to design armies of any description.
- The Universal Military Simulator comes with 18 pre-defined unit types, from
- charioteers to armored cavalry. If that isn't enough you can create
- "wildcard units" with the characteristics you wish.
-
- The Create Scenario function will help you put any two armies together on
- any battlefield. Literally, any two armies. It is possible, for example.
- to simulate a conflict between Alexander and Napoleon with their respective
- troops on the fields of Gettysburg. Again, your imagination is the only
- limitation.
-
- UMS also possesses a unique Artificial Intelligence that "perceives"
- opposing armies as geometric shapes and interconnecting lines of force while
- individual fighting units are maneuvered as a cohesive army striving towards
- a common goal. Furthermore the 14 actual variables evaluated by UMS to
- resolve combat may be viewed by the user after all hostile contacts thereby
- eliminating "the fog of war" that other wargames hide behind.
-
- Over seven years in the making, the Universal Military Simulator is as
- revolutionary as it is evolutionary. UMS will certainly be the standard
- that all wargames are measured by for many years to come.
-
-
- CHAPTER I - GETTING STARTED
-
- THE MAIN MENU
-
- The Universal Military Simulator consists of four sections that help the
- user create new maps, design armies, create new battle scenarios and run
- battle simulations. These sections are accessed from the main menu that
- first appears after running the program. To select a section, position the
- arrow cursor over the desired box and click the left mouse button once.
-
- To terminate the program select QUIT. You will be returned to the GEM
- desktop. To create new armies, or to edit an army that has been previously
- saved to disk, select DESIGN ARMY. The Universal Military Simulator
- contains a powerful three-dimensional typographical design tool that is
- accessed by selecting DESIGN MAP. This function is not limited to creating
- battlefields, but may be used to design maps of all kinds including fantasy
- worlds from role-playing games and computer text adventures. CREATE
- SCENARIO allows the user to place two armies from any time period together
- on a field of battle. There are virtually no restrictions and the
- combinations are nearly infinite. Selecting RUN SIMULATION allows the user
- to participate as the Universal Military Simulator's Artificial Intelligence
- routines supervise the conflict. The user may play against the program,
- against another human opponent, or even influence the computer's decisions
- while viewing the battlefield in complete 3-D.
-
-
- CHAPTER II - RUNNING A SIMULATION
-
- THE SELECTION SIMULATION MENU
-
- The Universal Military Simulator disk contains five battle simulations.
- They are: ARBELA, the battle that decided the conquest of Asia Minor, fought
- in 331 B.C. between Alexander the Great and Darius of Persia; HASTINGS, the
- great clash of the Medieval Ages between two claimants to the English throne
- in 1066; MARSTON MOOR where Oliver Cromwell saved the young Parliament's
- Army; WATERLOO, the last card played from the Emperor Napoleon's hand and
- GETTYSBURG, where General Robert E. Lee's Confederate Army of Northern
- Virginia reached their highwater mark under the summer Pennsylvanian skies
- of 1863. To select a scenario click the left mouse button once over the
- desired simulation.
-
- Other scenarios from Universal Military Simulator Scenario Disks, or user
- created scenarios, may be read from disk by selecting the READ SCENARIO FROM
- DISK option. After clicking the left mouse button once over this option a
- dialog box will appear requesting that the user specify a disk drive by
- clicking the left mouse button once over the appropriate drive box. Two
- floppy disks and two hard drives are supported. Double click the left mouse
- button over the desired file. Selecting CANCEL returns to the last menu.
-
- THE BATTLEFIELD WINDOW
-
- The Universal Military Simulator take full advantage of the GEM capabilities
- of the Atari ST. The battlefield window contains drop-down menus (discussed
- in detail in the following pages), a close box located in the upper lefthand
- corner of the window, and dialog boxes that appear throughout the simulation
- to receive user input. At the bottom of the window two status lines are
- displayed that indicate the current three-dimensional perspective, the
- current simulation time (in military time) and the present 'active army' or
- side that is currently capable of receiving commands and firing weapons.
-
- Clicking the left mouse button once inside the close box will end the
- simulation after the program has confirmed the user's intentions.
-
- THE SCENARIO PHASES
-
- The RUN SIMULATION section is divided into two phases: the ISSUE COMMAND
- PHASE in which orders are given by the user to all desired units of both
- armies and which is terminated by selecting END COMMAND PHASE from the drop-
- down menu or by pressing the letter Q on the keyboard; and the MOVEMENT/
- BATTLE PHASE. At the end of the COMMAND PHASE the user is requested,
- through a series of dialog boxes, to select the desired computer battle
- logic. (For more information see the Battle Logic section in this chapter.)
- The MOVEMENT/BATTLE phase is divided into eight equal segments. Selecting
- NEXT SEGMENT from the drop-down menus, or pressing the letter N on the
- keyboard will advance the scenario time and update the battlefield. After
- the MOVEMENT/BATTLE phase is completed the COMMAND PHASE is repeated.
-
- THE DROP-DOWN BATTLEFIELD MENU
-
- Located at the top of the battlefield GEM window are six drop-down menus.
- All functions of the Universal Military Simulator may be accessed through
- these menus. Many functions may also be activated by a corresponding
- keystroke. The left most menu, FILENAMES, when selected, displays the
- actual filenames used for storing the maps, scenario and armies for the
- current simulation. This information is quite helpful when editing a
- scenario. Three-dimensional viewing perspective is controlled by the drop-
- down menus underneath NORMAL and ZOOM IN. Moving the mouse over any of the
- titles above the window will cause the drop down menu to appear. Clicking
- the left mouse button over a highlighted item will cause the map to be
- redrawn within the battlefield window from the perspective selected.
- Selecting NORTH, for example, will create a map drawn from the point of view
- of someone south of the battlefield looking North. Selecting a perspective
- from the ZOOM IN menu will draw a map with a corresponding close in aerial
- perspective.
-
- The EXTREME ZOOM IN menu controls highly magnified viewing of a selected
- areas. Selecting the item EXTREME ZOOM IN under the menu heading will
- create a flashing 10 grid point by 10 grid point box. (Color monitors will
- also show woods and unit directions arrows in reverse.) This flashing
- square is under the control of the mouse. Any directional change of the
- mouse will be immediately copied by the flashing grid. Clicking the left
- mouse button will cause the map area beneath the grid to be greatly
- magnified. Clicking the right mouse button will cancel this function and
- restore the map. After EXTREME ZOOM IN has been activated the enlarged area
- may be scrolled by either selecting the desired direction from the drop-down
- menu or by pressing the four cursor arrow keys on th right hand side of the
- keyboard. Pressing and holding an arrow key will cause the screen to scroll
- continuously in indicated direction until the border of the map is
- encountered. (IMPORTANT: to avoid confusion only movement arrows that begin
- and end within the zoomed in area are displayed.) AUTOMATIC ZOOM works like
- a toggle switch and may be turned on or off. When AUTOMATIC ZOOM is enabled
- the computer will automatically zoom in on any important activity on the
- battlefield during the simulation. A check mark (tick) indicates that the
- function is on.
-
- The BATTLE menu contains many of the functions required to fully utilize the
- Universal Military Simulator. Selecting ISSUE COMMANDS TO UNITS either from
- the drop-down menu or by pressing the space bar on the keyboard will allow
- the user to give specific commands to each unit on the battlefield. This
- function is discussed in complete detail in the following pages. SWITCH
- SIDES is used in conjunction with ISSUE COMMANDS to select which army is
- currently active or capable of receiving commands. This 'active' side is
- shown in the display at the bottom of the battlefield window. SWITCH SIDES
- is also used in conjunction with FIRE RANGED WEAPONS to select firing
- targets. Again, the 'active', or firing, army is displayed at the bottom of
- the window. Selecting END COMMAND PHASE, either from the menu or by
- pressing Q on the keyboard signals the program that the user has moved all
- desired units. See the Battle Logic section in this chapter for complete
- information. The FIRE RANGED WEAPONS function (which becomes operational
- after selecting the END COMMAND PHASE) allows the user to fire units with
- long range capabilities. This is discussed later in this chapter under
- Combat. The SAVE SIMULATION function is activated from either the drop-down
- menu or by pressing the letter S from the keyboard. After entering the
- desired filename, select the drive for storage by clicking the left mouse
- button over the appropriate letter box. To restore a saved simulation use
- the READ FROM DISK option on the previous menu. All simulation files end
- with the .SIM extension.
-
- A hard copy print out of the battlefield window may be obtained by selecting
- PRINT MAP from the drop-down menu or by pressing P on the keyboard. The
- Universal Military Simulator supports both the Atari 1280 line format or
- Epson 960 dots per inch format. Select the desired format by clicking the
- left mouse button over the appropriate box. The user may also add one line
- of text at the top of the printout.
-
- After hard copy printout has been 'formatted' using this function,
- additional screen prints may be made at any time throughout the program by
- pressing the ALT and HELP keys simultaneously. The ORDER OF BATTLE command
- will display all units currently within an army. If the display continues
- for more that one screen, pressing the left mouse button will show the next
- page of units; pressing the right mouse button will cancel the display and
- return the user to the simulation.
-
- The DISPLAY OPTIONS MENU allows the user to control the features that are
- displayed on the battlefield map. The options are 'toggle switches' and may
- be turned either on or off. A check mark indicates that the option is
- active. The options are: BATTLE MARKERS, which indicate points where
- hostile contact between units has occured, MOVEMENT ARROWS, which indicate
- the future movement of all units, TOWNS & LANDMARKS that mark points of
- interest on the battlefield, WHITE FLAGS and BLACK FLAGS which will hide
- from view one or both armies, and FAST DISPLAY MODE. When FAST DISPLAY MODE
- has been toggled on, the Universal Military Simulator will only briefly
- display contact between hostile units and computer-controlled long range
- fire. This considerably speeds up the viewing time of a simulation. For
- more information see the section on Combat later in this chapter.
-
- DEMONSTRATION MODE
-
- Selecting DEMONSTRATION MODE instructs the Universal Military Simulator to
- take over all army command functions and viewing perspectives. To activate
- DEMONSTRATION MODE press the CONTROL key and the letter D on the keyboard
- simultaneously. A warning box will appear to confirm this choice.
-
- DEMONSTRATION MODE can be activated at any time during any simulation,
- including user-designed simulations. The five simulations that come with
- the Universal Military Simulator, however, will automatically receive
- special instructions to recreate the actual battles. These battles will
- follow the guidelines as described in Appendix A.
-
- ISSUE COMMANDS
-
- All units participating in a scenario may be given specific commands that
- control the unit's movement and status. The ISSUE COMMANDS function is
- activated either from the drop-down menu or by pressing the keyboard space
- bar. After selecting this option the COMMAND BOX appears and the active
- unit's vital information is displayed along the left hand side of the
- battlefield window. A copy of the unit's flag is also displayed surrounded
- by the eight compass directions. If AUTOMATIC ZOOM has previously been
- selected the area immediately around the active unit will be enlarged. To
- move a unit either click the left mouse button over the desired compass
- direction box or position the mouse cross-hairs over the intersection point
- on the map. Units move from adjacent point to another. To scroll the map
- (when in EXTREME ZOOM) click the left mouse button over the appropriate
- arrow key in the lower right hand corner of the battlefield window. NEXT
- UNIT and LAST UNIT will de-activate the current unit and activate another
- unit for commands. Pressing the right mouse button will also advance to the
- next unit. QUIT erases the COMMAND BOX. If AUTOMATIC ZOOM has previously
- been selected the map will be redrawn to that last full perspective
- selected.
-
- A unit may also be ordered to assume one of the following statuses: MANEUVER
- (which allows for maximum movement but leaves the unit vulnerable to attack
- and defense), ATTACK (which reduces a unit's mobility but greatly increases
- its value in battle), DEFEND (which halts all further movement by the unit
- but increases the unit's ability to withstand attack), and RESERVE (the unit
- may not move, and is vulnerable to attack; however the unit's morale factor
- will be increased after one full eight segment movement phase).
-
- BATTLE LOGIC
-
- To access the Universal Simulator's Battle Logic, select END COMMAND PHASE
- after all desired units and commands have been made. The Universal Military
- Simulator may be instructed to assume command of either one or both armies
- or run in a 'supervisory' mode and simply referee the simulation and decide
- the outcome of contact between hostile units. The first dialog box that
- appears after selecting END COMMAND PHASE requests that the user assign
- commanders for both the black and white armies. If both armies are placed
- under HUMAN COMMAND the Universal Military Simulator will not request any
- further information and will activate the MOVEMENT PHASE. Selecting either
- NEXT SEGMENT from the drop-down menu or pressing the letter N on the
- keyboard will 'step' the units on the battlefield to their ordered positions
- and increase the time appropriately.
-
- If, however, either army is placed under COMPUTER CONTROL the Universal
- Military Simulator will display a series of dialog boxes requesting specific
- instructions, or limitations, for the command of those forces. The BATTLE
- LOGIC dialog box is now displayed. Any one of the following options may be
- selected: ALLOW COMPUTER TO DECIDE STRATEGY (the computer will make the
- decision to attack or defend after analyzing over 10 factors per unit in
- both armies), FORCE COMPUTER TO ATTACK (the computer will decide and execute
- the attack with the greatest probability of success), FORCE COMPUTER TO
- DEFEND (the computer will not attack but will assume the defensive, and, if
- possible, move units to a more secure position), LEFT FLANK, RIGHT FLANK,
- ATTACK IN CENTER and DOUBLE ENVELOPMENT require the Universal Military
- Simulator to execute the desired attack plan. LEFT FLANK and RIGHT FLANK
- attacks may also be supported by the opposite half if the army. Dialog
- boxes are displayed to receive user input.
-
- Click the left mouse button over CONTINUE, or press RETURN on the keyboard,
- to continue. CANCEL de-activates the BATTLE LOGIC and allows the user to
- give orders to units. IMPORTANT: The Universal Military Simulator's Battle
- Logic will not move units that have already received commands from the user.
- This allows for the movement of some specific units while the rest will
- receive computer orders.
-
- COMBAT
-
- Combat occurs during the MOVEMENT PHASE when units from opposing armies
- move onto adjacent points. Some units have long range weapons (artillery,
- armor and archers, for example) and can enter into combat at greater
- distances. See the Fire Ranged Weapons section in this chapter for details.
- When combat occurs the two opposing units flash. If AUTOMATIC ZOOM has
- previously been selected the area immediately surrounding the combat will be
- greatly enlarged. If FAST DISPLAY MODE had previously been selected the
- units will flash 20 times and the results of combat calculated. No combat
- results will be displayed, however, and the Universal Military Simulator
- will continue moving units and updating the battlefield map as previous.
-
- If FAST DISPLAY MODE had not been previously selected the two hostile units
- will continue to flash until the right mouse button is pressed. The vital
- statistics of each unit and the combat results are now displayed on the
- screen. Clicking the left mouse button in SEE EQUATION box will display the
- values and equation used by the Universal Military Simulator to determine
- this particular combat result. Starting with the original unit strength,
- eight different modifiers are evaluated. NOTE: A retreat path is calculated
- for the losing unit, and displayed.
-
- FIRE RANGED WEAPONS
-
- The FIRE RANGED WEAPONS routine is activated from either the drop-down menu
- or by pressing F on the keyboard. It is only active during the
- MOVEMENT/BATTLE PHASE. If both armies are under COMPUTER CONTROL the
- Universal Military Simulator will make all Ranged Weapon firing decisions.
- The army capable of receiving firing instructions is indicated in the
- display at the bottom of the battlefield window. The active army may be
- changed by selecting SWITCH SIDES from the drop-down menu. If AUTOMATIC
- ZOOM has previously been selected, the area directly surrounding the active
- unit will be greatly magnified. IMPORTANT: do not use the AUTOMATIC ZOOM
- function when issuing firing orders to units with a firing range of greater
- than five; it may be impossible to select the desired targets.
-
- The FIRE RANGED WEAPONS box is now displayed. Clicking the left mouse
- button over the NEXT UNIT or LAST UNIT will de-activate the current unit and
- activate the next appropriate unit in the army. Only units capable or
- ranged weapon fire will be activated. To select a target, locate the mouse
- cross-hairs over the grid-point where the enemy unit is located and press
- the left mouse button. An arrow is drawn and the results are displayed at
- the bottom of the screen. This function may be repeated until all units
- under HUMAN CONTROL have fired. A unit may fire only once per movement
- segment, or a total of eight times per MOVEMENT/BATTLE PHASE.
-
- ANALYSIS OF BATTLE TO DATE & FINAL BATTLE ANALYSIS
-
- At the end of the MOVEMENT/BATTLE PHASE the ANALYSIS OF BATTLE TO DATE
- screen is displayed showing an updated casualty and battle report. After
- clicking the left mouse button in the CONTINUE box a message is displayed
- indicating that the COMMAND PHASE is again active. When the simulation has
- reached the previously designated end time, or when all units from either
- army have been eliminated, the FINAL BATTLE ANALYSIS screen is displayed. A
- hard copy of all units, from both armies and the last unit strengths may be
- printed if desired. The user may return to the Battlefield Window or to the
- MAIN MENU by clicking the left mouse button over the desired box.
-
-
- CHAPTER III - CREATING NEW ARMIES
-
- THE UNIT SELECTION MENU
-
- The UNIT SELECTION MENU is displayed after selecting the DESIGN ARMY option
- from the MAIN MENU and either selecting an old army to edit or entering a
- new army name and pressing RETURN. Clicking the left mouse button over
- CANCEL will return the user to the MAIN MENU. This section of the Universal
- Military Simulator allows the user to create new armies for use in
- simulations, or to modify existing armies. Selecting QUIT from the UNIT
- SELECTION MENU will return the user to the MAIN MENU. A previously created
- army may be loaded and edited by clicking the left mouse button over the
- LOAD box. The user is requested to select a drive. The Universal Military
- Simulator supports two floppy disk drives and two hard drives. Double click
- the left mouse button over the desired filename. Selecting CANCEL will
- return the user to the UNIT SELECTION MENU. To save an army to disk click
- the left mouse button over the SAVE box. Enter the filename and click the
- left mouse button over the desired drive. All Universal Military Simulator
- filenames end with the .ARM file extension. Selecting CANCEL will return
- the user to the UNIT SELECTION MENU without saving the army file to disk.
- To enter a new unit to an army click the left mouse button over the desire
- flag.
-
- ENTERING A UNIT'S VITAL STATISTICS
-
- The Universal Military simulator stores a great deal of data on each unit
- used in a simulation. Some items (morale, status, location, marching
- orders) are acquired during a simulation, or at the time the scenario is
- created (see the chapter on Creating a Scenario for details). The rest is
- entered at the time that the unit is created.
-
- Enter all items requested at this time. To change a unit's efficiency click
- the left mouse button over the box containing the desired rating. Click the
- left mouse button over CANCEL to return to the UNIT SELECTION MENU without
- saving the unit. To advance to the next line press either TAB or position
- the mouse cursor over the desired line and click the left mouse button once.
- After all data has been entered, click the left mouse button over CONTINUE.
- If the user has neglected to enter all necessary data the Universal Military
- Simulator will display a gentle error message and return to this screen.
- The entire army's ORDER OF BATTLE is now displayed. If there are more units
- within the army than can be displayed on one screen, pressing the left mouse
- button will continue to the next screen. Pressing the right mouse button
- will cancel the display and return to the UNIT SELECTION MENU.
-
- ORDER OF BATTLE
-
- An army's ORDER OF BATTLE is a graphic depiction of each unit within that
- army and the accompanying vital statistics. The ORDER OF BATTLE function
- may be activated from the drop-down menu in the BATTLEFIELD WINDOW, from the
- UNIT SELECTION MENU or automatically after a unit has been created.
- Pressing the left mouse button will continue the display; pressing the right
- mouse button will cancel the display and return to the previous activity.
- The ORDER OF BATTLE is continuously updated during a simulation and reflects
- the current unit strengths.
-
- EDITING A UNIT
-
- Selecting EDIT UNIT from the UNIT SELECTION MENU allows the user to change
- the vital statistics of a previously created unit. Clicking the left mouse
- button over the NEXT UNIT or LAST UNIT boxes will de-activate the current
- unit and replace it with the requested unit. Selecting CANCEL will return
- to the SELECT UNIT MENU. A unit may be removed from the army's ORDER OF
- BATTLE by clicking the left mouse button in the DELETE UNIT box. The
- Universal Military simulator will request confirmation before removing the
- unit. Unless the deleted unit had been previously stored to disk it will
- now be irretrievably lost. Click the left mouse button over EDIT UNIT to
- change any of the vital statistics. The window will now display all current
- statistics of the unit and they may be edited using the method described on
- the previous page. Selecting CANCEL will return the user to the previous
- menu without storing any edited statistics. Select CONTINUE to keep the
- data for the edited unit.
-
- CREATING A WILDCARD UNIT
-
- An army may contain up to six 'wildcard' or user-defined units in addition
- to the 18 pre-defined units. A wildcard unit may be any type that the user
- needs or can invent. A wildcard unit may be defined, for example, as a
- squadron of B-52 bombers, a wizard, or an air cavalry company. The only
- limitations to a wildcard unit is the user's imagination.
-
- A wildcard is selected from the UNIT SELECTION MENU in the normal manner by
- clicking the left mouse button over the desired unit. Enter the UNIT TYPE
- data from the keyboard. To enter the UNIT VALUE data either press TAB or
- click the left mouse button over the field. The UNIT VALUE is a rating of
- the firepower of this unit type. Some of the default unit values are:
-
- Unit Type Unit Value
- --------------------------------------
- Light Infantry .75
- Heavy Infantry 1.0
- Archers 2.75
- Knights 4.5
- Armor 15.5
-
- Once a wildcard's values have been defined, all subsequent units of this
- type will automatically acquire them. It is only necessary to define a
- wildcard's values once.
-
- Each army may have six different wildcards; consequently a scenario may
- contain 12 wildcards (six wildcards each from two armies). An army may be
- created entirely from wildcards.
-
-
- CHAPTER IV - CREATING NEW MAPS
-
- THE DESIGN MAP WINDOW
-
- The Universal Military Simulator contains a powerful three-dimensional
- mapping utility that is accessed from the MAIN MENU by clicking the left
- mouse button over the DESIGN MAP box. The user may create virtually any map
- from history, fiction, adventure or fantasy. These maps may be used as a
- battlefield within the universal Military Simulator and role-playing
- adventures.
-
- The filename of the map currently being designed is displayed near the top
- of the window. Clicking the left mouse button in the upper left hand corner
- CLOSE BOX will end the map designing function. The current three-
- dimensional perspective is displayed at the bottom of the window. A series
- of drop-down menus are at the top of the window and are activated by moving
- the mouse cursor over the titles and clicking the left mouse button over the
- desired item. Many of the drop-down menu functions may also be activated by
- an appropriate keypress.
-
- THE DESIGN MAP DROP-DOWN MENUS
-
- Clicking the left mouse button over the NEW MAP item will erase the current
- map. The filename displayed at the top of the window will be the default
- NEW MAP. All Universal Military Simulator map files end with the extension
- .MAP. Sixteen different perspectives amy be selected with the options
- underneath the NORMAL and ZOOM IN titles. Selecting Northeast, for example,
- will cause the map to be redrawn from the viewer perspective of someone
- southwest of the map looking northeast. Selecting EXTREME ZOOM will cause a
- flashing 10 grid point by 10 grid point box that is controlled by the
- movement of the mouse. Pressing the left mouse button will cause the
- highlighted area to be greatly magnified. Pressing the right mouse button
- will cancel the EXTREME ZOOM function. Selecting PRINT or pressing the
- letter P on the keyboard allows the user to obtain a hard copy printout of
- the current map and perspective. The Universal Military Simulator supports
- both the Atari 1280 D.P.I printer and the Epson standard of 960 D.P.I.
- Select the desired format by clicking the left mouse button over the
- appropriate box. The user may also add one line of text at the top of the
- printout. After hard copy printout has been 'formatted' using this
- function, additional screen prints may be made at any time throughout the
- program by pressing the ALT and HELP keys simultaneously. A previously
- created map that has been stored to disk may be edited by using the LOAD MAP
- function selected from either the drop-down menu or by pressing the letter L
- on the keyboard. A map may be stored on disk by selecting SAVE MAP from the
- menu or pressing S on the keyboard. both functions support two floppy disk
- drives and two hard drives. Selecting CANCEL during either function will
- return the user to the MAP DESIGN WINDOW.
-
- THE TOPOGRAPHICAL MENU
-
- The topographical menu is displayed after a map grid point has been
- selected. The active map grid point is highlighted by a three-dimensional
- cube. A large section of the map can be activated by clicking and dragging
- the mouse from one grid point to another.
-
- All topographical features can be PLACED or CLEARED. Click the left mouse
- button over the desired window. All highlighted grid points will receive
- the selected landscape feature.
-
- When entering a landmark, click the left mouse button over the text line of
- the desired landmark type, enter text and press RETURN when done.
-
- THE RANDOM MAP FUNCTION
-
- Random maps can be generated by selecting this function from the drop-down
- menu. Hills, Ridges, Depressions and Forests can all be computer generated.
- For each item either enter a minimum and maximum number of select RANDOM for
- a completely random number of features. CLUMPING controls the way that the
- features appear on the map. A very low number will create a scattered
- pattern, higher numbers create a more ordered landscape. The default value
- is three. Calculating time is proportional to the complexity of the map.
- If OVERLAY is off (default) the old map is erased before a new one is
- generated. When OVERPLAY is on (highlighted) the old map is not destroyed,
- but overlayed with a new random map.
-
- SELECTING TOWNS & LANDMARKS
-
- The Landmarks, Cities and Towns menu is reached from the Topographical Menu.
- To select the desired landmark type, click the left mouse button to the left
- of the desired landmark inside the editable text field. Use the keyboard to
- enter any seven letter name and press RETURN when done. Landmarks have no
- importance other than a historical one during a battle simulation. A map
- may contain 30 different landmarks.
-
-
- CHAPTER V - CREATING & EDITING SCENARIOS
-
- THE EDIT SCENARIO WINDOW
-
- Scenarios are created, or edited, by assigning the unit displayed in the
- upper left hand box to a map grid point location. This location is selected
- by clicking the left mouse button over a map grid point. A message above
- the box indicates whether this unit currently has a location on the map.
- The unit in the box may be changed by either pressing the right mouse
- button, selecting NEXT UNIT or LAST UNIT from the drop-down menu or by
- pressing the keyboard letters N or L.
-
- Perspective may be changed selecting the desired view from either the NORMAL
- or ZOOM IN menus. Selecting EXTREME ZOOM IN will cause a flashing 10 x 10
- grid on the map that is controlled by the mouse. Pressing the left mouse
- button will greatly enlarge the area underneath the flashing box; pressing
- the right mouse button will cancel this function.
-
- Select SAVE SIMULATION or press the letter S on the keyboard to save a
- simulation to disk. Enter the filename (the .SIM extension will be added
- for you) and click the left mouse button over the desired disk drive.
- Selecting CANCEL will end this function without saving to disk. The
- Simulation Time and the Long Ranged Weapon data may be edited by selecting
- EDIT TIME/RANGES from the drop-down menu.
-
- Click the left mouse button in the CLOSE BOX in the upper left hand corner
- to end this function.
-
- EDITING SCENARIO INFORMATION
-
- The starting time of the simulation, end time, the length of segments, and
- the message that appears at the top of the Battlefield Window are entered by
- clicking the left mouse button over the appropriate text field and entering
- the data from the keyboard. Pressing ESC clears the line; TAB advances to
- the next line. If an old simulation is being edited, the current
- information is displayed in the text field. Click the left mouse button
- over CONTINUE when done.
-
- A gentle reminder will be displayed if the fields are incorrectly entered or
- left blank and the user will be returned to this menu to correct the data.
-
- EDITING RANGED WEAPON DATA
-
- Some units may possess long range weapons capability (they are able to fire
- at units that are not on adjacent grid points). These units are Archers,
- Catapults, Field Artillery, Horse Artillery, Armor, or Wildcard Units. To
- enter a range click the left mouse button over the desired text field, press
- BACKSPACE if necessary, and enter the data. If a wildcard unit had been
- previously defined, its type will also be displayed. The maximum effective
- range is 50 grid points.
-
-
- APPENDIX A
-
- RECREATING HISTORY WITH THE UNIVERSAL MILITARY SIMULATOR
-
-
- ARBELA
-
- To accurately recreate the battle of Arbela, place the White Army (Darius)
- under Computer Control and select FORCE COMPUTER TO DEFEND. Place the Black
- Army (Alexander) under Computer Control and select RIGHT FLANK ATTACK with
- the SUPPORT WITH LEFT FLANK option. This is necessary because Alexander's
- forces are outnumbered by almost a two to one margin and The Universal
- Military Simulator's Battle Logic will not attack at such odds. After about
- two hours of simulation time have elapsed switch the White Army to ALLOW
- COMPUTER TO DECIDE STRATEGY. A general melee will ensue now (both sides
- completely controlled by the Universal Military Simulator) that quite
- accurately reflects that fateful day in 331 B.C. Best viewing perspectives:
- For the first hour or two of simulation time select NORTHWEST ZOOM IN or
- NORTHEAST ZOOM IN and turn off the AUTOMATIC ZOOM function. It is also
- advisable to put the Universal Military simulator in FAST MODE. Within the
- first three hours of combat over 125 individual battle will erupt and
- watching them all in detail can become a bit tiring.
-
- HASTINGS
-
- Place both armies under complete computer control by selecting ALLOW
- COMPUTER TO DECIDE STRATEGY and step back to 1066. The best viewing
- perspective for the first two or three simulation hours is NORTHEAST ZOOM
- IN. Remember it is quite possible for the Normans (Black Army) to utterly
- destroy the defending Saxons on the hill and only achieve a marginal victory
- (the type of victory is decided on a comparison of the percentage of
- casualties for both armies - if the Normans suffer many casualties they
- could win the battle and still lose the war). The armies have been
- accurately recreated. To even up the play-balance (at the expense of
- historical accuracy) use the EDIT ARMY function to give the Saxons another
- 2000 peasants. Then place them in position using the EDIT SCENARIO
- function.
-
- MARSTON MOOR
-
- Put the White Army (Royalist) under Computer Control and select FORCE
- COMPUTER TO DEFEND while the Black Army (Parliament) is ordered to execute a
- DOUBLE ENVELOPMENT. All of the Zoom In perspectives offer an excellent
- aerial view of the battlefield. To see the Universal Military Simulator's
- Battle Logic in action, place both armies in ALLOW COMPUTER TO DECIDE
- STRATEGY mode and watch how the Black Army threads its way through the
- intervening ditch to attack the Royalist forces.
-
- WATERLOO
-
- The Universal Military Simulator is not aware of the Emperor Napoleon's
- precarious political position and consequently must be instructed to attack
- the seemingly impregnable positions of the Anglo-Allies by placing the Black
- Army (French) under Computer Control and selecting FORCE COMPUTER TO ATTACK.
- Leave the AUTOMATIC ZOOM on and let the Universal Military Simulator
- highlight the action as it develops. To create a more equal play balance -
- and to increase Napoleon's chances of winning at Waterloo - use the EDIT
- ARMY function to add the French Corps described in Appendix B.
-
-
- GETTYSBURG
-
- As at Waterloo, the political consequences of victory for the smaller army
- greatly outweighed sound strategic thinking. Robert E. Lee and the
- Confederate Army must win at Gettysburg even though they are outnumbered by
- the Union Army. To recreate Gettysburg, place the Union (White Army) under
- Computer Control and select FORCE COMPUTER TO DEFEND. The confederates
- should be assigned to FORCE COMPUTER TO ATTACK. There are a number of
- exciting perspectives of the Gettysburg battlefield including ZOOM IN NORTH,
- ZOOM IN SOUTH, and ZOOM IN NORTHEAST. To increase the Confederate odds of
- victory add J.E.B. Stuart's cavalry corps as shown in Appendix B.