**************************************************************************** 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.