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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.
-