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- GREAT NAVAL BATTLES VOL.2 GUADALCANAL 1942-43
-
- version 1.1 6/8/94
-
- The contents of this file, in order, include:
- - Game Clarifications and Additions
- - Game Hints
- - Additional Questions and Answers
- - Additional Technical Information
- - Vesa Drivers
- - Game Memory
- - Summary of New Command Keys
- - Directory of Ship Classes
-
-
-
- GAME CLARIFICATIONS AND ADDITIONS
-
- Version 1.1 Clarifcations and Additions:
- Bug Fixes & New Features:
- 1) Fixes most of the DOS4GW games crashes during game play.
- 2) Fixed most mouse trail problems during game play.
- 3) Increased Betty Bomber endurance, so as to reach
- Guadalcanal.
- 4) Fixed crash bug in Japanese CS class ships damage screen.
- 5) Improved turn rates for CA's and BB's.
- 6) Added an option for the user to alter gunnery,
- torpedo and bomb damage. Check in "Controls" in the menu bar
- and look for the "Options" selection. The effects are as
- follows, "Gunnery": hits can be increased or set to normal,
- "Torpedo": sets U.S. torpedoes to historical dud rate or
- or no duds, "Bombs": damage can be increased or normal,
- "Aground": allows ships to run aground or turn off this
- feature in the game.
- 7) Clarifaction: In the User's guide, page 2 under the heading
- "Autoexec.bat", please add a line to load the mouse driver.
- For example: LOADHI MOUSE.
- .
- GENERAL
-
- 1) If you experience a game crash, reload your most recent save,
- go to the Memory Report in the Controls menu located at the top
-
- menu bar, and record the numbers found there before calling
- SSI technical support. These numbers will show the amount of free
- memory and will be a big help to tech. support.
-
- 2) IMPORTANT: Your game may slow down if you have too many map
- filters on. Filters like range circles or torpedoes will slow down
- the game, so turn them off to speed up the game.
-
- 3) We have included Gravis native modein the sound install menu as a
- courtesy to our users. We do not gurantee 100% compatibility because
- out testing revealed some intermittent problems.If you have problems
- using this card in its native mode, we suggest that you use the
- Sound Blaster emulation option in the sound install menu.
-
- 4) Currently in the game, computer will occassionally plot to close
- to land and may run some ships aground. If you wish you can edit
- the GNB.bat file with your DOS editor and add the following command.
- Towards the end of the file look for the following:
-
- gnbg.exe vesa480.dll
-
- alter this command line to look like this:
-
-
- gnbg.exe vesa480.dll AGROUND
-
- This allow ships to ignore portions of land while the task force
- moves. You still cannot plot thru islands but this will allow
- you to clip a corner or two.
-
- 4) If you manually plot the course for a bombard mission you must
- target the appropriate "X" in the waters off Guadalcanal. The
- Japanese must target the blue (American) "X" and the Americans
- must target the red (Japanese) "X". Likewise when you manually
- plot a supply run you must target the "X" that matches your side
- (red for Japanese and blue for American). REMEMBER that plot must
- end in close proximity to the appropriate "X".
-
- 5) Ship speed can be affected by the direction and strength of the
- wind. Your task force will slow down if they are sailing against
- the wind.
-
- 6) Light carriers (CVL) will be listed as CV's in the game.
-
- 7) You can adjust the music volume by hitting the ALT 1 through
- ALT4 keys; you may also turn off the speech by hitting
- ALT- A. You can use these keys only during game play.
-
-
- 8) You can alter the delay time for messages by accessing the
- Controls menu and using the "Message" option.
-
- 9) When you select "smoke" for your task force, you will not see a
- graphical representation of the smoke (it slows down the game), but
- the effect do take place.
-
- 10) If a ship starts sinking while you are in Fast Mode you are
- dropped out of Fast Mode until the ship sinks and then Fast Mode
- resumes.
-
- 11) If your troops run out of supplies (0 supplies) you will be given
- automatic defend orders. You can choose another option but when the
- battle report comes the computer will not let you attack and will
- place you in defend.
-
- 12) You will recieve one plane per plane type every day as
- reinforcements. Carriers also replaces one plane per plane type
- while at sea.
-
- 13) Save games each take up 500K of disk space, so if you are
- low on disk space you may get a "Save File Failure" message.
-
- Maintain a few megs of free space on your hard drive if you
- make lots of new saves.
-
- NAVIGATION
-
- 1) There are two new orders in the Navigation Orders panel:
- "Manual" and "Tactical". "Manual" allows you to manually set
- speed and course. "Tactical" allows the computer to run the ship
- during combat.
-
- 2) You cannot steer the ship by clicking on the rudder. If you
- wish to manually direct the course of your task force you need to
- access the Navigation Panel and set the orders (Set Orders command)
- to Manual. Use the "Set Course" button to enter a new heading.
- This command also works with detached ships that are under
- tactical orders.
-
- 3) If you use the custom formation option, the computer will
- automatically sets up the flagship in the center. You must arrange
- your task force in relation to the flagship.
-
- 4) Be careful not to make your custom formations too wide or they
- may have trouble in confined waters.
-
-
- TORPEDOES
-
- 1) The target readout for the torpedoes turns 180 degrees away
- from the target if a friendly ship is interposed between your ship
- and target ship.
-
- 2) Japanese torpedo mounts will try to reload during combat
- but they may not finish reloading until the ship is out of combat.
- American ships do not reload during combat.
-
- 3) If you switch the Torpedo Control on the bridge to manual control
- it prevents the ship from firing torpedoes on its own.
-
- 4) When you manually fire torpedoes you should set the game speed
- to x1, otherwise the compute button does not update properly.
-
-
- AIR OPERATIONS
-
- 1) You can click directly on the map to send an airstrike to a
- suspected enemy position without a contact report. However the
- chance of the strike hitting a target is small, as the airstrike
-
- really needs a contact report.
-
- 2) Your air strike missions are restricted by the shortest range of
- the planes involved. If the contact is beyond the range you will
- not get a target. Try resetting the strike without the planes with
- the shortest range.
-
- 3) You can only set search range and direction from the Air Ops
- screen (F5) of each ship or base. This option is not available from
- the Flag Bridge.
-
- 4) A base acts like the flag bridge of a carrier force. You can
- launch CAP from the "Flag Bridge" of the base. All other air
- operations must take place in the Air Ops screen (F5).
-
- 5) "Scout" missions have been renamed "Search" missions.
-
- 6) The aircraft ranges listed when you ready an aircraft represent
- the operational range in nautical miles for a one-way trip.
-
- 7) The second speed listed in the Aircraft Briefing screens is the
- payload speed of the listed aircraft.
-
-
-
- BASE OPERATIONS
-
- 1) The Flag Bridge screen also doubles as the base screen.
-
- 2) When you are on the "Base" screen, clicking on the Cargo button
- will list the current number of supplies and troops in that base.
-
- 3) When loading a ship a number will appear next to the name,
- indicating the number of hours it takes the ship to load. Once the
- ship has finished loading you will see an "L" next to the name.
- Also, when you fuel or repair a ship, you will see the number of
- hours to complete the fueling or repairs.
-
- 4) There has been a change in how fueling occurs for a ship at
- a base. You can no longer select the amount, as the computer will
- automatically fuel the ship to 100% capacity.
-
- Map Filters
-
- The map filters have been rearranged to be more efficient and a
- couple of new filters have been added.
-
-
- 1) Be careful when you use the Map filter option "Autocenter".
- You will be unable to move the map position from the chosen ship or
- task force.
-
- 2) There are two new map filters. The first is "Range Circles"; which
- sets a series of circles in 250-mile increments around the base or
- task force. This can be a useful option for planning airstrikes.
- The second new filter is the "TF Plot Times"; which will displays
- the time in days, hours, and minutes to reach each way point in your
- plot.
-
-
- DAMAGE CONTROL
-
- 1) During combat your damage control crews are less effective.
- The fastest way to repair a ship is to get out of combat.
-
- 2) As long as one of the Main Gun Directors is functioning, your guns
- should be able to fire at will.
-
- 3) Damage to your ship's shaft or rudder reduces the ship's
- speed to zero and prevents it from turning.
-
-
-
- SUPPLIES
-
- 1) During unloading of a Supply Run, each ship unloads up to
- 50 troops and 500 supplies per hour.
-
- 2) The formula for supply consumption is determined by multiplying
- the number of troops by the combat option (defend=1, probe=2,
- attack=3, offensive=4) and dividing by five. For example, 1000
- troops on a probe mission would use the following supply
- (1000 x 2 = 2000/5 = 400 tons of supply used). The final number
- has some random variation applied after the calculation, so the
- number obtained should be consider an approximation.
-
-
- TRANSLATION OF JAPANESE SPEECH
-
- JAPANESE ENGLISH
-
- Tekikan Hakken Enemy spotted
-
- Gyorai Hakken Torpedoes spotted
-
-
- Tekikan Gekichin Enemy ship sinking
-
- Meirei Dentatsu We are transfering command, sir
-
- Honkan Gekichin Our ship is sinking
-
-
- GAME HINTS
-
- SUPPLY RUNS
-
- The Japanese player must be very careful planning and running Supply
- Run missions. These are critical to the Japanese in the campaign
- game. As the Japanese player you face a major problem running
- against U.S. air power in Henderson Field and from the U.S. carriers.
- In order to survive your missions must arrive at Guadalcanal during
- the early evening so that your ships can unload and retreat before
- the Allied air power can strike. Create a task force of destroyers
- and cruisers and load them with supplies. Run the task force down
- and hide in the slot. The "slot" itself begins around 300 miles
- northwest of Guadalcanal. It will take you at least a day or two
- before you reach the "slot". If you arrive early in the morning or
- late afternoon, stop your TF and wait. The best time to go down the
-
- slot is around 1400 hrs (2:00 PM) and go at full speed, so that
- you should make it to Guadalcanal by 2200 hrs (10:00PM). By this
- method you can avoid U.S. airstrikes from Henderson; however, if
- there are U.S. carriers around, you may have to modify your schedule.
- Note that the Japanese transports only move at approximately 15 knots,
- so if they are a part of the task force you will have to change your
- tactics.
-
- TORPEDO ATTACKS
-
-
- The torpedo attack is one of the more difficult skills to master in
- the game. A lot depends on timing and luck. It is difficult to hit
- a moving ship and if you are American, the chances of your torpedoes
- hitting something and actually working are very slim. The best way
- to hit a ship with torpedoes is to launch several waves at the target
- ship but at different angles. What you want to do is force the
- target ship into a position where it cannot avoid the torpedoes.
- You can detach a destroyer or two and send them around the flank of
- the enemy Task Force and have them launch torpedoes. Your main force
- should then launch another wave from the opposite side. You can
- also plot your Task Force for a torpedo run in one direction, then
- turn sharply and launch a second set on the new plot.
-
-
- CAMPAIGN GAME
-
- The main goal of the campaign game is not just to sink a lot of enemy
- ships, but to maintain a hold on Guadalcanal. If your base runs out
- of men, it will fall to the enemy. With this in mind, the control of
- the seas around Guadalcanal becomes important, as the side who can
- dominate the seas can best resupply its bases on Guadalcanal.
-
- For the Japanese the first campaign will be a difficult one, as you
- are initially facing a larger American force. Until you get your
- carriers into play, lay low and stick to night missions. Use your
- Betty bombers to harass the American TF's off of Henderson Field. If
- you can sink transports, you will find that it helps in the long
- term. One of the strengths for the Japanese is the ability to use
- destroyers as transport. The destroyer's speed allows them to avoid
- the enemy air by arriving, unloading, and leaving before daylight.
-
- As the Americans, use your initial advantage to make multiple supply
- runs and bombardment missions before the Japanese carriers show up.
- In night battles be careful of the Japanese torpedo attacks as one
- hit could sink a cruiser. Use Henderson Field to your advantage;
- remember to transfer some PBY's there so you can launch search
-
- missions. Protect your carriers; as each carrier could be worth
- as much as 70,000 points, and losing one or two of them will cost
- you the game.
-
- ADDITIONAL QUESTIONS AND ANSWERS
-
- Q: Why are there two Name options under Aircraft when the map filters
- are displayed?
-
- A: The map filters have been modified from the form shown in the
- user's manual. The first Name option is under the formation heading
- and when toggled on displays the names of overall flight formations.
- The second Name option displays the names of individual planes
- when they are making their attack runs and performing their search
- missions.
-
- Q: Why am I unable to transfer ships from Truk to Rabual or vice
- versa?
-
- A: Historically, both of these bases were separate commands in the
- Japanese Navy and did not transfer ships to each other.
- If you wish to move some ships to another base, you can avoid the
- separate command issue by using the "Return to Base" order when you
-
- have completed a mission.
-
- Q: Why do I receive land combat reports, that indicate zero
- casualties?
-
- A: Most likely both you and your opponent are in defensive mode,
- therefore you have no losses.
-
- Q: Why do I receive contact reports that are not listed in my
- Target Selection menu?
-
- A: Your search planes have a much long range than your strike
- planes (Kates, VALs, Avengers, etc.). The contact will not be listed
- as a target until your strike planes come within a reasonable range
- to hit the contact.
-
- Q: Why do B-17s and Bettys seem to do very little damage to Henderson
- or Guadalcanal?
-
- A: Neither of these two planes was very useful in land bombing roles
- in this campaign. First, Henderson Field was very difficult to
- damage by bombs alone, and second, bombing at high altitudes often
- resulted in very inaccurate bombings.
-
-
- Q: Why doesn't my task force move even after I set a plot for it?
-
- A: Since you are in manual mode you need to set the speed for your
- task force (it is probably at 0).
-
- Q: Why do my search planes turn around at 4:00PM and head home.
-
- A: It is because at that time the pilots know they need to head
- back before sunset. Make sure you launch your air formations early
- enough to allow them time to do their missions.
-
- Q: Why did my air strike go after a secondary target close to the
- original target I selected?
-
- A: The pilots have a tendency to attack the first thing they see.
- This happened quite often in the actual battles.
-
- ADDITIONAL TECHNICAL INFORMATION
-
- VESA Drivers
-
- What exactly is a VESA driver? Good question. The VESA driver itself
-
- is a small program which loads into memory and interacts with your
- video board. This little program (in conjunction with your video
- board) is then is able to display resolutions such as 640x480,
- 800x600, and 1024x768, all using 256 glorious colors. This enhanced
- resolution can be used to great effect in many ways. A VESA driver
- is also a driver which follows standards set by the Video Electronic
- Standards Association. This Association is responsible for setting
- and supporting industry-wide video graphics standards for the benefit
- of end-users.
-
- Why is this driver needed? The driver is necessary since the original
- VGA standard (introduced in 1987) set 320x200 as being the highest
- resolution available. Video board companies soon upped the ante with
- higher-resolution VGA boards (also knows as Super VGA, or SVGA,
- boards) and quickly found a need to make these boards compatible with
- each other. Hence, the VESA association was formed to set standards
- for these boards. We should note here that every video board company
- has its own VESA driver, and that a VESA driver made for one video
- board does not necessarily work with another.
-
- Great Naval Battles II uses a high-resolution 640x480x256 mode in
- order to more accurately depict the detail of naval combat.
- Obviously, in order to reap the benefits of this higher resolution,
-
- you need to install the VESA driver before playing the game.
-
- Our installation program tries to identify the video board you are
- using, and installs the appropriate VESA driver in the GNB2.BAT file.
- Running the game by typing GNB2 and pressing Enter/Return should work
- for the majority of users.
-
- However, some video boards may not be detected by the installation
- program, or the VESA driver used may not work with your board. If you
- have trouble running the game with the GNB2 command, try
- typing START2 and press Enter/Return. The START2.BAT file includes
- a universal VESA driver that should work with most video boards.
-
- One other option you may wish to consider is installing your VESA
- driver in your AUTOEXEC.BAT file so it is always available upon
- boot-up. To do this, you will need to know the location and name of
- the VESA driver for your video board. Add the complete path and
- filename for the driver as a line in your AUTOEXEC.BAT file using
- the EDIT command. As an example, we have included an AUTOEXEC.BAT
- with an Orchid VESA driver installed. Note that you may need to
- refer to your video card manual and DOS manual for additional
- information.
-
-
-
- Example AUTOEXEC.BAT
-
- PATH=C:\;C:\DOS;C:\MOUSE;C:\UTIL
- C:\UTIL\ORCHDVSA
- PROMPT $P$G
-
- Note: This examples assumes the VESA driver resides in the UTIL
- directory.
-
-
- GAME MEMORY
-
- Great Naval Battles Vol.2 requires a large amount of extended
- memory in order to run. This game does not use expanded memory,
- it is very important that you do not use EMM386.sys in your
- CONFIG.SYS file in your computer. This game needs at least 3,080,192
- bytes of extended memory in order to run.
-
-
- SUMMARY OF NEW COMMAND KEYS
- ALT 1 - ALT 4 Change Music Volume
- ALT A Turn Speech ON/OFF
-
- PAGEUP/DOWN Page up/down the ship list in a task force or base.
-
- DIRECTORY of SHIP CLASSES
-
- JAPANESE SHIPS
-
- BB's
-
- NAGATO CLASS
- Mutsu
-
- KONGO CLASS
- Kongo, Hiei, Kirishima, Haruna
-
- YAMATO CLASS
- Yamato
-
- CV's
-
- JUNYO CLASS
- Junyo, Hiyo
-
- RYUJO CLASS
-
- Ryujo
-
- SHOKAKU CLASS
- Shokaku, Zuikaku
-
- ZUIHO CLASS
- Zuiho
-
- CS's
-
- CHITOSE CLASS
- Chiyoda, Chitose
-
- CS MARU CLASS
- Kamikawa Maru
-
- NISSHIN CLASS
- Nisshin
-
- CA's
-
- TAKAO CLASS
- Chokai, Takao, Atago, Maya
-
-
- FURUTAKA CLASS
- Furutaka, Kako
-
- AOBA CLASS
- Aoba, Kinugasa
-
- NACHI CLASS
- Myoko, Haguro
-
- MOGAMI CLASS
- Suzuya, Kumano
-
- TONE CLASS
- Tone, Chikuma
-
- CL's
-
- YUBARI CLASS
- Yubari (not in manual, appears in ship briefings list)
-
- TENRYU CLASS
- Tenryu, Tatsuta
-
-
- SENDAI CLASS
- Jintsu, Sendai
-
- NAGARA CLASS
- Nagara, Yura, Isuzu
-
- DD's
-
- KAMAKAZE CLASS
- Asakaze, Oite, Yunagi
-
- MUTSUKI CLASS
- Uzuki, Mochizuki, Yuzuki, Mutsuki, Yayoi
-
- SHIRATSUYU CLASS
- Kawakaze, Umikaze, Suzukaze, Shiratsuyu, Shigure, Murasume,
- Samidare, Harausme, Yudachi
-
- KAGERO CLASS
- Arashi, Kagero, Maikaze, Isokaze, Urakaze, Hamakaze,
- Hagikaze, Tanikaze, Kuroshio, Oyahio, Hatsukaze, Yukikaze,
- Hayashio, Amatsukaze, Tokitsukaze, Nowaki
-
-
- HATSUHARU CLASS
- Yugure, Ariake
-
- ASASHIO CLASS
- Natsugumo, Minegumo, Asagumo
-
- FUBUKI CLASS
- Sazanami, Oshio, Shirakumo, Asagiri, Yugiri, Amagiri,
- Akebono, Uranami, Shikinami, Ayanami, Fubuki, Shirayuki,
- Hatsuyuki, Murakumo, Isonami
-
- AKATSUKI CLASS
- Akizuki, Akatsuki, Ikazuchi, Inazuma
-
- YUGUMO CLASS
- Makinami, Naganami, Yugumo, Akigumo, Kazegumo, Makigumo
-
- MINEKAZE CLASS
- Hakaze, Akikaze, Tachikaze
-
-
-
-
- ALLIED SHIPS
-
-
- BB's
-
- NORTH CAROLINA CLASS
- North Carolina, Washington
-
- SOUTH DAKOTA CLASS
- South Dakota
-
- CV's
-
- LEXINGTON CLASS
- Saratoga
-
- YORKTOWN CLASS
- Enterprise, Hornet
-
- WASP CLASS
- Wasp
-
- CVE's
-
-
- LONG ISLAND CLASS
- Long Island
-
- CA's
-
- NEW ORLEANS CLASS
- New Orleans, Minneapolis, San Francisco, Astoria, Quincy,
- Vincennes
-
- PORTLAND CLASS
- Portland
-
- PENSACOLA CLASS
- Salt Lake City, Pensacola
-
- NORTHAMPTON CLASS
- Chester, Northampton, Chicago
-
- AUSTRALIA CLASS
- Australia
-
- CANBERRA CLASS
-
- Canberra
-
- CL's
-
- BROOKLYN CLASS
- Boise, Helena
-
- ATLANTA CLASS
- Juneau, Atlanta, San Juan
-
- PERTH CLASS
- Hobart
-
- DD's
-
- PORTER CLASS
- Phelps, Balch, Selfridge, Porter
-
- FARRAGUT CLASS
- Dewey, Hull, Farragut, Macdonough, Worden, Dale
-
- BENHAM CLASS
- Benham, Ellet, Wilson, Lang, Sterett, Stack
-
-
- BENSON CLASS
- Grayson, Gwin, Aaron Ward, Farenholt, Laffey, Monssen,
- Buchanan, Lansdowne, Duncan, McCalla, Lardner, Meredith
-
- BAGLEY CLASS
- Maury, Patterson, Mugford, Ralph Talbot, Jarvis, Bagley,
- Blue, Helm, Henley
-
- MAHAN CLASS
- Preston, Mahan, Lamson, Conygham, Shaw, Cushing, Smith
-
- SIMS CLASS
- Hughes, Anderson, Russell, Morris, Mustin, O'Brien
-
- FLETCHER CLASS
- Nicholas, Fletcher
-
-
-
-
-
-
-
- J.Young
-
-
-