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- DEMO HELP
- This file contains the help text for the Perfect General II. Each section
- starts with **#** at the start of a line, and ends with the same **#** also
- at the start of a line.
-
- Help messages may be up to 110 lines and 60 characters wide. Anything past
- 60 characters or 110 lines will be ignored. Please be sure that actual tab
- characters are NOT included in the help text!!!!!
-
-
- 1---5----1----5----2----5----3----5----4----5----5----5----6"
- **1** HELP_PHASE0_PLACEMENT "
- Unit Placement "
- "
- During this phase, new units may be placed. "
- "
- The current unit type to be placed is outlined in the box in"
- the lower right corner of the screen. To place a different "
- unit, either select the unit type that you wish to place, or"
- use the "Next Unit Type" command. "
- "
- To place a unit on the map, move the cursor to the desired "
- location and select that location with the left mouse button"
- or by pressing Enter. "
- "
- To remove a unit, just select a previously placed new unit "
- to be removed with the right mouse button or by pressing the"
- space bar. "
- "
- New units may be placed in new forts. To remove a new fort, "
- select an empty fort with the right mouse button or with the"
- space bar. "
- "
- Please note that planes may not be placed on an airfield "
- that is controlled by your enemy. "
- "
- "
- The following commands are available: "
- "
- Next Unit Type [N] - Cycles through the unit types which "
- still have units to be placed. "
- "
- Phase Complete [^P] - Signifies that you are finished "
- placing units and wish to move on to the next phase. If you"
- have not placed all available units, you will be asked to "
- confirm this command. "
- "
- Game menu - Various normally available game control commands"
- will be listed in this menu. "
- "
- Display menu - Various available display control commands "
- will be listed in this menu. "
- **1** HELP_PHASE0_PLACEMENT "
- "
- 1---5----1----5----2----5----3----5----4----5----5----5----6"
- **2** HELP_PHASE1_MOB_PLOT "
- Mobile Artillery plotting and final targetting for Airplanes"
- "
- During this phase, targets for Mobile Artillery may be "
- plotted. If no target is plotted for a Mobile Artillery "
- unit, then it will be allowed to direct fire at units later "
- in the turn. For any previously targetted airplanes, a final"
- target within a range of 2 hexes of its initial target may "
- be selected. Targets are also plotted in this phase for any "
- Off Shore Artillery a player is given for a turn. "
- "
- The computer will place the current unit cursor (yellow) on "
- the first eligible unit. If you wish to plot a target for a "
- different unit first, you may cycle to the next eligible "
- unit or select the unit you wish to target. To cycle to the "
- next unit, use the "Next Unit" command - either from the "
- Orders menu or from the "N" button on the right side of the "
- screen. To select a specific unit, either select it with the"
- right mouse button, or move the target cursor (white) to the"
- unit and use the "Select Unit" command from the Orders menu."
- "
- If you do not wish to plot a target for a unit, use the the "
- "Ignore Unit" command, or the "I" button. "
- "
- To select a target for a Mobile Artillery unit to fire at, "
- or for an Airplane to attack, move the target cursor to the "
- desired location and select that location. As the target "
- cursor is moved, information about the current location will"
- be displayed in the white box at the bottom right of the "
- screen. Locations which are out of range, or are not visible"
- to any of your units will be grayed. Remember, ANY location "
- within a distance of 2 from the initial Airplane target may "
- be targetted. "
- "
- "
- The following commands are available: "
- "
- Next Unit [N] - Finds the next eligible unit which may be "
- targetted. "
- "
- Ignore Unit [I] - Signifies that the current unit should be "
- ignored this phase. If an Airplane with an initial target "
- is ignored, it will attack its initial target. "
- "
- Select Unit [^S] - Tries to select the unit pointed to by "
- the target cursor as the current unit to plot a target for."
- "
- Clear Off Shore Art Plots - Clears all Off Shore Artillery "
- targets so that they may be replotted. "
- "
- Phase Complete [^P] - Signifies that you are finished plot- "
- ting targets and wish to move on to the next phase. "
- "
- Game menu - Various normally available game control commands"
- will be listed in this menu. "
- "
- Display menu - Various available display control commands "
- will be listed in this menu. "
- **2** HELP_PHASE1_MOB_PLOT "
- "
- 1---5----1----5----2----5----3----5----4----5----5----5----6"
- **3** HELP_PHASE2_ART_FIRE "
- There is no user input during this phase. "
- **3** HELP_PHASE2_ART_FIRE "
- "
- 1---5----1----5----2----5----3----5----4----5----5----5----6"
- **4** HELP_PHASE3_OTHER_PLOT "
- Light and Heavy Artillery plotting and initial targetting "
- for Airplanes "
- "
- During this phase, Light and Heavy Artillery may be given "
- targets to fire at during the next turn. If an Artillery "
- piece is not given a target, it will be allowed to direct "
- fire at units later in this turn, or to be picked up and "
- moved by a vehicle. Initial targets may also be plotted for "
- Airplanes to attack during the next turn. If an Airplane is "
- not given a target to attack, it may be flown to another "
- airfield later in this turn... provided that another air- "
- field is within its flight range. "
- "
- The computer will place the current unit cursor (yellow) on "
- the first eligible unit. If you wish to plot a target for a "
- different unit first, you may cycle to the next eligible "
- unit or select the unit you wish to target. To cycle to the "
- next unit, use the "Next Unit" command - either from the "
- Orders menu or from the "N" button on the right side of the "
- screen. To select a specific unit, either select it with the"
- right mouse button, or move the target cursor (white) to the"
- unit and use the "Select Unit" command from the Orders menu."
- "
- If you do not wish to plot a target for a unit, use the the "
- "Ignore Unit" command, or the "I" button. "
- "
- To select a target for an Artillery unit to fire at, or for "
- an Airplane to attack, move the target cursor to the desired"
- location and select that location. As the target cursor is "
- moved, information about the current location will be dis- "
- played in the white box at the bottom right of the screen. "
- Locations which are out of range, or are not visible to any "
- of your units will be grayed. "
- "
- "
- The following commands are available: "
- "
- Next Unit [N] - Finds the next eligible unit which may be "
- targetted. "
- "
- Ignore Unit [I] - Signifies that the current unit should be "
- ignored this phase. "
- "
- Select Unit [^S] - Tries to select the unit pointed to by "
- the target cursor as the current unit to plot a target for."
- "
- Phase Complete [^P] - Signifies that you are finished plot- "
- ting targets and wish to move on to the next phase. "
- "
- Game menu - Various normally available game control commands"
- will be listed in this menu. "
- "
- Display menu - Various available display control commands "
- will be listed in this menu. "
- **4** HELP_PHASE3_OTHER_PLOT "
- "
- 1---5----1----5----2----5----3----5----4----5----5----5----6"
- **5** HELP_PHASE4_DIRECT_FIRE1 "
- First Direct Fire "
- "
- During this phase, any eligible units may be fired at enemy "
- units. "
- "
- The computer will place the current unit cursor (yellow) on "
- the first eligible unit. If you wish to fire a different "
- unit first, you may cycle to the next eligible unit or se- "
- lect the unit you wish to fire. To cycle to the next unit, "
- use the "Next Unit" command - either from the Orders menu or"
- from the "N" button on the right side of the screen. To se- "
- lect a specific unit, either select it with the right mouse "
- button, or move the target cursor (white) to the unit and "
- use the "Select Unit" command from the Orders menu. "
- "
- If you do not wish to fire a unit, use the the "Ignore Unit""
- command, or the "I" button. "
- "
- The computer will move the target cursor (white) to an enemy"
- unit. If that target is satisfactory, select it by pressing "
- Enter or by selecting it with the left mouse button. You may"
- select a different target with the left mouse button, or by "
- moving the target cursor to the unit with the arrow keys and"
- pressing Enter. You may cycle through all available targets "
- by using the "Next Target" command. As the target cursor is "
- moved, information about the current location will be dis- "
- played in the white box at the bottom right of the screen. "
- "
- "
- The following commands are available: "
- "
- Next Unit [N] - Finds the next eligible unit which may fire "
- at an enemy unit. "
- "
- Next Target [Space Bar] - Finds the next enemy unit which "
- may be fired at. "
- "
- Ignore Unit [I] - Signifies that the current unit should be "
- ignored this phase. "
- "
- Select Unit [^S] - Tries to select the unit pointed to by "
- the target cursor as the current unit to fire. "
- "
- Phase Complete [^P] - Signifies that you are finished firing"
- and wish to move on to the next phase. "
- "
- Game menu - Various normally available game control commands"
- will be listed in this menu. "
- "
- Display menu - Various available display control commands "
- will be listed in this menu. "
- **5** HELP_PHASE4_DIRECT_FIRE1 "
- "
- 1---5----1----5----2----5----3----5----4----5----5----5----6"
- **6** HELP_PHASE5_MOVEMENT "
- Unit Movement "
- "
- During this phase, any eligible units may be moved. Non- "
- targetted planes may also be moved, but only to a friendly- "
- controlled airfield. "
- "
- The computer will place the current unit cursor (yellow) on "
- the first eligible unit. To order this unit to move to a new"
- location, move the target cursor (white) to the desired hex "
- and select it. To select a location to move to, the target "
- cursor may be moved by using the arrow keys and pressing "
- Enter or by clicking the left mouse button on the hex to "
- move to. The left button may be held down and while choosing"
- where the unit should move to. As the target cursor is "
- moved, information about the current location will be dis- "
- played in the white box at the bottom right of the screen. "
- To stop a moving unit, click a mouse button or press any "
- key. The unit will also stop when any enemy units are newly "
- sighted, in case you wish to issue new movement orders. "
- "
- If you wish to move a different unit, you may cycle to the "
- next eligible unit or select the unit you wish to move. To "
- cycle to the next unit, use the "Next Unit" command - either"
- from the Orders menu or from the "N" button on the right "
- side of the screen. To select a specific unit, either select"
- it with the right mouse button, or move the target cursor "
- (white) to the unit and use the "Select Unit" command from "
- the Orders menu. "
- "
- If you do not wish to move a unit, use the the "Ignore Unit""
- command, or the "I" button. To permanently ignore a unit, "
- use the "Sentry Unit" command. A sentried unit may be moved "
- later by specifically selecting it. If all movable units "
- have been sentried, the computer will still place the cursor"
- on one to allow movement phase orders to be given, instead "
- of completely ignoring the movement phase. "
- "
- If you wish to leave a unit in a location as a defender, you"
- may order the unit to dig in for an extra defensive bonus by"
- using the "Fortify Unit" command. A fortified unit loses its"
- defensive bonus when it is moved. "
- "
- Most vehicles are capable of carrying most non-vehicle units"
- as cargo. To load a unit, move your vehicle on top of the "
- unit to be carried and issue the "Load Transported Unit" "
- command. To unload cargo, move to a clear hex and issue the "
- "Unload Transported Unit" command. "
- "
- Engineers may be given special orders by selecting the "Give"
- Engineer Orders" command. A menu of available orders will be"
- displayed. You may issue orders or cancel the menu. Help for"
- engineer orders may be viewed from the engineer orders menu."
- "
- Armored Cars with a Machine Gun may be fired in this phase. "
- To do so, the unit must not have fired yet and have at least"
- one enemy unit to fire at. Use the "Fire Armored Car w/MG" "
- command to enter this special firing mode. "
- "
- If a moving unit is in firing range of any of the passive "
- player's units, the Fire button will be displayed. The "
- passive player may choose to fire at the moving unit by "
- clicking on the fire button or pressing F. "
- "
- Some units may assault enemy units. To do so, move your unit"
- onto the enemy unit. The assaulting unit may not have fired "
- yet. Any unit, whether fired or not, may run over an enemy "
- plane or airfield. All enemy planes will immediately be cap-"
- tured and destroyed. The airfield will remain in your con- "
- trol, regardless of whether your unit is left there, until "
- an enemy unit enters the airfield. "
- "
- "
- The following commands are available: "
- "
- Next Unit [N] - Finds the next eligible unit to be moved. "
- "
- Ignore Unit [I] - Ignores the current unit this phase. "
- "
- Select Unit [^S] - Tries to select the unit pointed to by "
- the target cursor as the current unit to move. "
- "
- Sentry Unit [Y] - Permanently ignores the current unit. "
- "
- Fortify Unit [^F] - Orders the unit to dig in for a defen- "
- sive bonus. Moving the unit will end its fortified status. "
- "
- Give Engineer Orders [^E] - For engineers only. Displays a "
- menu of currently available engineer orders. "
- "
- Load/Unload Transported Unit [T] - Allows the loading and "
- unloading of cargo units to and from vehicles. "
- "
- Fire Armored Car w/MG [A] - Allows the ACMG unit to fire at "
- an enemy unit during the movement phase. Available only for"
- an unfired Armored Car w/Machine Gun which has a possible "
- target to fire at. "
- "
- Phase Complete [^P] - Signifies that you are finished moving"
- and wish to move on to the next phase. "
- "
- Game menu - Various normally available game control commands"
- will be listed in this menu. "
- "
- Display menu - Various available display control commands "
- will be listed in this menu. "
- **6** HELP_PHASE5_MOVEMENT "
- "
- 1---5----1----5----2----5----3----5----4----5----5----5----6"
- **7** HELP_PHASE6_DIRECT_FIRE2 "
- Second Direct Fire "
- "
- During this phase, any eligible units may be fired at enemy "
- units. "
- "
- ** Please note: This is your LAST chance to fire during this"
- turn, there is no reason not to fire a unit during this "
- phase! "
- "
- The computer will place the current unit cursor (yellow) on "
- the first eligible unit. If you wish to fire a different "
- unit first, you may cycle to the next eligible unit or se- "
- lect the unit you wish to fire. To cycle to the next unit, "
- use the "Next Unit" command - either from the Orders menu or"
- from the "N" button on the right side of the screen. To se- "
- lect a specific unit, either select it with the right mouse "
- button, or move the target cursor (white) to the unit and "
- use the "Select Unit" command from the Orders menu. "
- "
- If you do not wish to fire a unit, use the the "Ignore Unit""
- command, or the "I" button. "
- "
- The computer will move the target cursor (white) to an enemy"
- unit. If that target is satisfactory, select it by pressing "
- Enter or by selecting it with the left mouse button. You may"
- select a different target with the left mouse button, or by "
- moving the target cursor to the unit with the arrow keys and"
- pressing Enter. You may cycle through all available targets "
- by using the "Next Target" command. As the target cursor is "
- moved, information about the current location will be dis- "
- played in the white box at the bottom right of the screen. "
- "
- "
- The following commands are available: "
- "
- Next Unit [N] - Finds the next eligible unit which may fire "
- at an enemy unit. "
- "
- Next Target [Space Bar] - Finds the next enemy unit which "
- may be fired at. "
- "
- Ignore Unit [I] - Signifies that the current unit should be "
- ignored this phase. "
- "
- Select Unit [^S] - Tries to select the unit pointed to by "
- the target cursor as the current unit to fire. "
- "
- Phase Complete [^P] - Signifies that you are finished firing"
- and wish to move on to the next phase. "
- "
- Game menu - Various normally available game control commands"
- will be listed in this menu. "
- "
- Display menu - Various available display control commands "
- will be listed in this menu. "
- **7** HELP_PHASE6_DIRECT_FIRE2 "
- "
- 1---5----1----5----2----5----3----5----4----5----5----5----6"
- **8** HELP_PHASE7_SCORE "
- There is no user input during this phase. "
- **8** HELP_PHASE7_SCORE "
- "
- 1---5----1----5----2----5----3----5----4----5----5----5----6"
- **9** HELP_LOAD_SCENARIO "
- Scenario Selection "
- "
- Highlight the scenario to be played with the arrow keys or "
- by clicking on a title with the left mouse button. Clicking "
- on the scrollbar or using the arrow and/or the page-up and "
- page-down keys allows the list to be scrolled if it is long "
- enough to extend to more than one screenfull. "
- "
- Play: Select to play the currently highlighted scenario. "
- "
- Show Recon Map: Select to view the reconnaissance map for a "
- scenario. "
- "
- View Description: Shows the text description for a scenario."
- "
- Help: Self explanatory. "
- "
- Cancel: Cancels scenario selection and returns to the pre- "
- vious screen. "
- **9** HELP_LOAD_SCENARIO "
- "
- 1---5----1----5----2----5----3----5----4----5----5----5----6"
- **10** HELP_BUY_UNITS "
- Unit Purchase "
- "
- Use the arrow buttons to increase and decrease the number of"
- each unit type to be purchased. The buy points remaining, "
- points used, and number of units purchased are displayed at "
- the top of the screen. The number of hexes where units may "
- be placed and number of airfields, if any, are shown at the "
- bottom of the screen. Current placement areas are shaded "
- white on the small world view map. "
- "
- Recon Map - Allows player to consult the reconnaissance map."
- "
- Done - Select when all desired units are purchased and are "
- ready to be placed. "
- **10** HELP_BUY_UNITS "
- "
- 1---5----1----5----2----5----3----5----4----5----5----5----6"
- **11** HELP_OPEN_MENU_OPTIONS "
- The Perfect General II - Main Menu "
- "
- Select from the following menu options: "
- "
- About the Perfect General II: Displays various credits and "
- information for the game. "
- "
- New Game - One Computer: Allows a new game to be started and"
- played on one computer by one or two players. "
- "
- Play by Modem: Allows a new game to be started with modem "
- play. (Modem play is not available in this DEMO.) "
- "
- Reload a Saved Game: Allows a saved game to be restored. "
- (Saved games are not allowed in this DEMO.) "
- "
- Study Battle Record: The records for different players "
- and/or battles may be viewed. "
- "
- Check Top Scores - All Games: Diplays the top scores or "
- averages for every game played so far. "
- "
- Quit: Exit The Perfect General II and returns to the oper- "
- ating system. "
- **11** HELP_OPEN_MENU_OPTIONS "
- "
- 1---5----1----5----2----5----3----5----4----5----5----5----6"
- **12** HELP_RECON_MAP "
- Reconnaissance Consultation Map "
- "
- The reconnaissance map for the current scenario is displayed"
- on the screen. Various layers of information may be chosen "
- to be displayed on top of the map. The following buttons are"
- toggles to turn ON/OFF the extra information: "
- "
- Placement Locations - All possible placement locations for "
- both sides may be displayed. The attacker placement areas "
- will be shaded red. The defender areas will be blue. "
- "
- Neutral Countries - Neutral Countries, if any, are shaded "
- white. "
- "
- Victory Points - The amount of victory points for each vic- "
- tory point region are displayed. "
- "
- Map labels - Any provided labels for map features will be "
- shown. "
- "
- Unit Display - Displays colored blocks representing units on"
- the map, red for attacker and blue for defender. Units will"
- be displayed according to the sighting style rule selected "
- for the game. "
- "
- Exit - Exits the reconnaissance map and returns to the pre- "
- vious screen. "
- **12** HELP_RECON_MAP "
- "
- 1---5----1----5----2----5----3----5----4----5----5----5----6"
- **13** HELP_SET_DELAYS "
- Game Delay Adjustment "
- "
- Use the arrow buttons to increase or decrease the delay time"
- for the following periods: "
- "
- Response Delay: The amount of time the computer will wait "
- for a player to request return or passing fire. "
- "
- Message Delay: The delay time for various message displays "
- and animations. "
- "
- Movement Delay: The amount of time to use to move a unit "
- from one hex to another. A setting of 0 simply means that "
- the unit will move as quickly as your computer will allow. "
- This delay time is used if passing fire will not be allowed"
- during the move. If passing fire is allowed, then the "
- Response Delay is used as the amount of time used to move "
- the unit. "
- "
- Note: Lower delay times will increase game play speed, but "
- may cause a player to miss a message or a chance to fire at"
- the enemy. "
- "
- Reset: Resets the delay values to their previous settings. "
- "
- Ok: Accepts the current delay settings and continues. "
- **13** HELP_SET_DELAYS "
- "
- 1---5----1----5----2----5----3----5----4----5----5----5----6"
- **14** HELP_SET_HANDICAPS "
- Not used. "
- **14** HELP_SET_HANDICAPS "
- "
- 1---5----1----5----2----5----3----5----4----5----5----5----6"
- **15** HELP_SEL_PLACEMENT_RGNS "
- Region Selection "
- "
- You must select the shaded regions where you wish to place "
- units this turn. The selected regions will also be used in "
- any future reinforcement events which use these regions, if "
- there are any. You are required to select the stated number "
- of regions. "
- "
- Recon Map: Select to consult the reconnaissance map. "
- "
- OK: Select when finished choosing placement regions. "
- **15** HELP_SEL_PLACEMENT_RGNS "
- "
- 1---5----1----5----2----5----3----5----4----5----5----5----6"
- **16** HELP_CHOOSE_BARRAGE "
- To Barrage or not to Barrage "
- "
- When plotting targets for Light and Heavy Artillery units, "
- you must decide whether the unit will fire a barrage or not."
- "
- Barrage: Fire a barrage at the target. The target will be "
- subjected to artillery fire for a full turn. Units moving "
- into a barraged location can be destroyed. The barrage also"
- blocks Line-of-Sight. "
- "
- Non-Barrage: Do not fire a barrage. The target will be sub- "
- jected to artillery fire only during the artillery fire "
- phase. "
- "
- Cancel: Cancels the current target and allows a different "
- target to be selected. "
- **16** HELP_CHOOSE_BARRAGE "
- "
- 1---5----1----5----2----5----3----5----4----5----5----5----6"
- **17** HELP_SET_RULE_OPTIONS "
- Game Rule Selection "
- "
- Set the game rules for the game about to be played. The "
- following options may be set: "
- "
- Game type - Choose type of game play: "
- Balanced - The scenario is played twice. Player 1 is the "
- attacker for the first game, player 2 is the attacker for "
- the second game. "
- Player 1 is Attacker/Defender - The game is played once "
- with Player 1 as the side chosen. "
- "
- Game length - Choose to play either a Short or a Long game. "
- Campaigns always use the short version of scenarios. "
- "
- Kill style - Choose level of damage when a unit is hit: "
- Full kill - Units are completely destroyed when hit regard-"
- less of the strength of the firing unit. "
- Partial kill - Units accumulate damage from hits according "
- to the strength of the firing unit. When the accumulated "
- damage exceeds the limit for a unit, it is destroyed. "
- "
- Hit style - Choose likelihood of shots hitting their target:"
- Always hit - Shots will always hit their target. "
- Random hit - Each shot has a probability to hit the target "
- calculated. Unit types and terrain can affect this value. "
- "
- Sighting style - Choose battlefield visibility: "
- Full view - All units will be displayed. However, sighting "
- rules still apply when targetting units to be shot at. "
- Limit to LOS - Only enemy units that are currently visible "
- to a player's units will be displayed on the map. "
- Note: When two human players are playing on one computer, "
- full view rules will be used. "
- "
- Mines are: "
- Hidden until found - Mines will remain hidden until a unit "
- tries to move into a hex containing a mine. The mine will "
- be detected and the player must verify the movement into "
- that hex. A detected mine will remain invisible to the "
- other player until that player finds it also. "
- Always visible - Mines are always visible to both players. "
- "
- Environment effects are: "
- Variable - Certain environmental effects may have a percent"
- chance of occuring. This setting allows the environment "
- effect to be used only if that probability is met. "
- Predetermined - A set environment effect will always take "
- effect, regardless of its percent chance of occurance. "
- "
- Units in friendly cities are: "
- Not repaired - Damaged vehicles are never repaired. "
- Repaired - Damaged vehicles are repaired at the rate of 1 "
- point for each turn they stay in a VP city. "
- "
- Player 1 and 2: Choose the types of players. In this DEMO, "
- 2 humans may not play at the same time and only Level 1 "
- of the computer player is available. "
- "
- "
- Delays: Allows various delay settings to be modified. "
- "
- Reset: Resets all game rules to their previous settings. "
- "
- Save: Saves the current rule settings as the default values "
- for future games. "
- "
- Ok: Rules are OK and the game may be played. "
- "
- Cancel: Cancels the play of the current scenario. "
- **17** HELP_SET_RULE_OPTIONS "
- "
- 1---5----1----5----2----5----3----5----4----5----5----5----6"
- **18** HELP_ABOUT_PG2 "
- This is the DEMO version of The Perfect General II from QQP."
- This DEMO includes one fully playable scenario, minus some "
- game options that are only available in the actual game, "
- such as modem play, saved games, and campaigns. Also, game "
- play is limited to one human player vs. computer level 1. "
- "
- The full game includes over 80 scenarios and 4 campaigns. "
- "
- "
- The Perfect General II has been brought to you by the "
- following people: "
- "
- Designers: Bruce Williams Zaccagnino, Andrew Visscher "
- "
- Programmer: Andrew Visscher "
- "
- Graphics Artist: Timothy R. Cuccolo "
- "
- 3-D Artist: Jeff Birns "
- "
- Music and Sound Effects: Ken Norris "
- "
- Historical Scenario Creation: Bill Sarubbi "
- "
- Actors: Charles Lin, Ralph McKelvey, Ken Norris, Steve "
- Cohen, Andrew Visscher, and anonymous others.... "
- "
- Manual: Steve Cohen, Edited by Peter Alexander "
- "
- Technical Support: Ken Norris, Steve Cohen, and Jeff Birns "
- "
- Beta Testers: Bruce Williams Zaccagnino, Andrew Visscher, "
- Ken Norris, Steve Cohen, Henry Sakos, Don Griffin, Bruce "
- Lull, David Wolverton, Bill Sarubbi, Mark Davis, Peter "
- Alexander "
- "
- "
- Thanks to all Perfect General fans who wrote to us at QQP to"
- voice their opinions and make requests for game play changes"
- and additions. "
- **18** HELP_ABOUT_PG2 "
- "
- 1---5----1----5----2----5----3----5----4----5----5----5----6"
- **19** HELP_RETURN_FIRE "
- Return Fire "
- "
- Your unit is being fired at! Only that unit may return fire."
- If you do not wish to fire the unit, use the the "Ignore "
- Unit" command, or the "I" button. "
- "
- The computer will move the target cursor (white) to an enemy"
- unit. If that target is satisfactory, select it by pressing "
- Enter or by selecting it with the left mouse button. You may"
- select a different target with the left mouse button, or by "
- moving the target cursor to the unit with the arrow keys and"
- pressing Enter. You may cycle through all available targets "
- by using the "Next Target" command. As the target cursor is "
- moved, information about the current location will be dis- "
- played in the white box at the bottom right of the screen. "
- "
- "
- The following commands are available: "
- "
- Next Target [Space Bar] - Finds the next enemy unit which "
- may be fired at. "
- "
- Ignore Unit [I] - Signifies that the current unit should not"
- return fire at the moment. "
- "
- Game menu - Various normally available game control commands"
- will be listed in this menu. "
- "
- Display menu - Various available display control commands "
- will be listed in this menu. "
- **19** HELP_RETURN_FIRE "
- "
- 1---5----1----5----2----5----3----5----4----5----5----5----6"
- **20** HELP_LOS_MODE "
- View Line-of-Sight "
- "
- The following options are available under the LOS menu: "
- "
- Show LOS - Allows you to see the Line-of-Sight from any hex "
- on the map. Any hex not visible from the selected hex will "
- be grayed. To view the LOS from a location, move the cur- "
- rent hex cursor (yellow) to the desired location with the "
- arrow keys and select it by pressing enter, or click on the"
- desired location with either mouse button. "
- "
- LOS All Units - Allows you to determine which hexes may be "
- seen from any of your units. All locations which are not "
- visible to any of your units will be grayed. "
- "
- Exit LOS View - Exits LOS viewing mode and returns to the "
- regular game play mode. "
- **20** HELP_LOS_MODE "
- "
- 1---5----1----5----2----5----3----5----4----5----5----5----6"
- **21** HELP_PASSING_FIRE "
- Passing Fire "
- "
- You have chosen to fire at an enemy unit while it was mov- "
- ing. Only the unit that was moving may be fired at. If you "
- do not wish to fire at the unit, use the "Ignore Passing "
- Fire" command, or the "I" button. "
- "
- The current unit cursor (yellow) will be placed on one of "
- your units which may fire at the target. You may select a "
- different unit to fire by clicking on the desired unit with "
- the right mouse button, or by moving the current unit cursor"
- to the desired unit with the arrow keys and selecting the "
- unit. You may cycle through all available units to fire by "
- using the "Next Passing Firer" command. As the current unit "
- cursor is moved, information about the current unit and the "
- target will be displayed at the bottom right of the screen. "
- "
- The computer will place the target cursor (white) on the "
- enemy unit that was moving when you selected passing fire. "
- To fire at the target, select it with the left mouse button "
- or by pressing Enter. You may not choose a different target "
- to fire at. "
- "
- "
- The following commands are available: "
- "
- Next Passing Firer [Space Bar] - Finds the next unit which "
- may fire at the moved enemy unit. "
- "
- Ignore Passing Fire [I] - Signifies that you do not wish to "
- fire any units and that the passing fire mode should be "
- exited. "
- "
- Select Unit [^S] - Tries to select the unit pointed to by "
- the current unit cursor as the current unit to fire at the "
- enemy. "
- "
- Game menu - Various normally available game control commands"
- will be listed in this menu. "
- "
- Display menu - Various available display control commands "
- will be listed in this menu. "
- **21** HELP_PASSING_FIRE "
- "
- 1---5----1----5----2----5----3----5----4----5----5----5----6"
- **22** HELP_ENGINEER_ORDERS "
- Engineer Orders selection menu "
- "
- Engineers may be given orders to perform certain duties, "
- depending on the location of the unit. All orders require 2 "
- turns to complete. Following is a list of duties which may "
- be performed if the situation permits: "
- "
- Build Minefield: Build a new minefield with 2 charges. "
- "
- Disarm Minefield: Disarm an existing minefield. This will be"
- completed in 1 turn if the minefield has only 1 charge re- "
- maining. "
- "
- Build a New Bridge: Builds a new bridge over a river; it may"
- not be built over a fork in the river. "
- "
- Repair Road Bridge: "
- Repair RR Bridge: Repairs 1 strength point to a damaged or "
- destroyed bridge. "
- "
- Destroy Bridge: "
- Destroy RR Bridge: Destroys 1 stength point on a bridge. "
- When the last strength point is removed, the bridge is "
- destroyed. "
- "
- Repair Road; "
- Repair RR Tracks: Repairs a road or railroad which has been "
- damaged and cratered. "
- "
- Destroy Road: "
- Destroy RR Tracks: Damages a road or railroad, by cratering "
- it, to prevent its use for a movement bonus. "
- "
- Build a Fortress: Constructs a new fortress for added defen-"
- sive capabilities in a hex. "
- "
- Clear Forest: Clears a forest hex to remove a line-of-sight "
- blocker and to improve movement speed. "
- "
- Cancel: Cancels the Engineer Orders menu and returns to the "
- normal movement mode. "
- **22** HELP_ENGINEER_ORDERS "
- "
- 1---5----1----5----2----5----3----5----4----5----5----5----6"
- **23** HELP_ACMG_MOVE_FIRE "
- Armored Car with Machine Gun Special Fire Option "
- "
- You have chosen to fire your Armored Car w/Machine Gun "
- during the movement phase. Only the currently selected unit "
- may be fired. If you do not wish to fire the unit, use the "
- "Ignore ACMG Fire" command, or the "I" button. "
- "
- The computer will move the target cursor (white) to an enemy"
- unit. If that target is satisfactory, select it by pressing "
- Enter or by selecting it with the left mouse button. You may"
- select a different target with the left mouse button, or by "
- moving the target cursor to the unit with the arrow keys and"
- pressing Enter. You may cycle through all available targets "
- by using the "Next Target" command. As the target cursor is "
- moved, information about the current location will be dis- "
- played in the white box at the bottom right of the screen. "
- "
- "
- The following commands are available: "
- "
- Next Target [Space Bar] - Finds the next enemy unit which "
- may be fired at. "
- "
- Ignore ACMG Fire [I] - Signifies that you do not wish to "
- fire the ACMG and that the ACMG fire mode should be exited."
- "
- Game menu - Various normally available game control commands"
- will be listed in this menu. "
- "
- Display menu - Various available display control commands "
- will be listed in this menu. "
- **23** HELP_ACMG_MOVE_FIRE "
- "
- 1---5----1----5----2----5----3----5----4----5----5----5----6"
- **24** HELP_LOAD_CAMPAIGN "
- Campaign Selection "
- "
- Campaigns are not available in the DEMO. "
- **24** HELP_LOAD_CAMPAIGN "
- "
- 1---5----1----5----2----5----3----5----4----5----5----5----6"
- **25** HELP_LOAD_SAVED_GAME "
- Selecting Saved Game to Restore "
- "
- Saved games are not available in the DEMO. "
- **25** HELP_LOAD_SAVED_GAME "
- "
- 1---5----1----5----2----5----3----5----4----5----5----5----6"
- **26** HELP_SET_MODEM_OPTIONS "
- Modem Configuration "
- "
- Modem play is not available in the DEMO. "
- **26** HELP_SET_MODEM_OPTIONS "
- "
- 1---5----1----5----2----5----3----5----4----5----5----5----6"
- **27** HELP_MAIN_TERMINAL "
- Modem Terminal "
- "
- Modem play is not available in the DEMO. "
- **27** HELP_MAIN_TERMINAL "
- "
- 1---5----1----5----2----5----3----5----4----5----5----5----6"
- **28** HELP_PLACE_WAIT "
- Modem Opponent Unit Placement "
- "
- Modem play is not available in the DEMO. "
- **28** HELP_PLACE_WAIT "
- "
- 1---5----1----5----2----5----3----5----4----5----5----5----6"
- **29** HELP_MODEM_FIRE "
- Modem Opponent Fire "
- "
- Modem play is not available in the DEMO. "
- **29** HELP_MODEM_FIRE "
- "
- 1---5----1----5----2----5----3----5----4----5----5----5----6"
- **30** HELP_MODEM_MOVE "
- Modem Opponent Movement "
- "
- Modem play is not available in the DEMO. "
- **30** HELP_MODEM_MOVE "
- "
- 1---5----1----5----2----5----3----5----4----5----5----5----6"
- **31** HELP_PLAYER_HIST_SCREEN "
- Player History Viewing "
- "
- The history for the chosen player is shown for a selected "
- game. Choose whether to view the history for the games this "
- player has played as the Attacker, Defender, or as a "
- Balanced game. "
- "
- Once the player side has been chosen, the scores for the "
- last 25 games against each opponent type are graphed. The "
- player's scores are marked with circles and are connected "
- with a line. The opponent's scores are marked with squares. "
- The average of the player's last 25 scores is shown as a "
- line across the graph. The graphs for each opponent type may"
- be toggled on or off by selecting the appropriate button. "
- Also, the highest rank achieved by the current player "
- against each opponent and the number of times the rank has "
- been achieved are shown to the right of the opponent "
- buttons. "
- "
- Below the player history graph section is the Officer's Club"
- for the selected game and player side. The top 5 averages "
- and scores against the chosen opponent type are listed. "
- Again, the average listed is a running average over the last"
- 25 games. In front of each name is a letter representing the"
- type of player: "
- "
- C - Computer "
- L - Local human "
- R - Remote (modem) human "
- **31** HELP_PLAYER_HIST_SCREEN "
- "
- 1---5----1----5----2----5----3----5----4----5----5----5----6"
- **32** HELP_SEL_PLAYER_NAME "
- Select Player for History Viewing "
- "
- To view a player's history, highlight the player name with "
- the arrow keys or by clicking on a name with the left mouse "
- button. Clicking on the scrollbar or using the arrow and/or "
- the page-up and page-down keys allows the list to be "
- scrolled if it is long enough to extend to more than one "
- screenfull. "
- "
- View History: Select to view the history of the currently "
- highlighted player. "
- "
- New Player: Select to create a new player name. "
- "
- Help: Guess. "
- "
- Exit: Cancels player name selection and returns to the "
- previous screen. "
- **32** HELP_SEL_PLAYER_NAME "
- "
- 1---5----1----5----2----5----3----5----4----5----5----5----6"
- **33** HELP_SEL_GAME_PLAYED "
- Select Game Played for History Viewing "
- "
- To view a game's history, highlight the game played with "
- the arrow keys or by clicking on a game with the left mouse "
- button. Clicking on the scrollbar or using the arrow and/or "
- the page-up and page-down keys allows the list to be "
- scrolled if it is long enough to extend to more than one "
- screenfull. "
- "
- The games are listed on three lines: "
- "
- 1) The game's title and type. (Either a scenario or a "
- campaign.) "
- 2) The list of sides that the player may have played on. "
- 3) The list of opponents played against for each side played"
- on (H for another human player; 1, 2, 3, 4, and 5 for the"
- computer levels played against.) and the total number of "
- times the player has played this game. "
- "
- View History: Select to view the history of the currently "
- highlighted game. "
- "
- Help: This text. "
- "
- Exit: Cancels game selection and returns to the previous "
- screen. "
- **33** HELP_SEL_GAME_PLAYED "
- "
- 1---5----1----5----2----5----3----5----4----5----5----5----6"
- **34** HELP_TOP_OFFICER_CLUB "
- Top Officer's Club for All Games "
- "
- The top scores and averages for all games played as the "
- attacker, defender, or both (balanced) can be viewed on this"
- screen. First, choose which values to view by selecting the "
- Scores or Averages button. Then, choose to see the values "
- against specific opponents by choosing one of the Human or "
- Computer Level buttons. "
- "
- The type of game (scenario or campaign), first several words"
- of the game title, and player names, and top scores/averages"
- will be displayed. Remember, campaigns are never played in "
- Balanced mode. "
- "
- If more games have been played than will fit on one screen, "
- select the More button to scroll the list. "
- **34** HELP_TOP_OFFICER_CLUB "
- "
- 1---5----1----5----2----5----3----5----4----5----5----5----6"
- **35** HELP_CAT_HISTORICAL "
- Historical scenarios are based on actual historical battles."
- The scenarios have been designed to maintain the balance of "
- the actual battles they represent. "
- **35** HELP_CAT_HISTORICAL "
- "
- 1---5----1----5----2----5----3----5----4----5----5----5----6"
- **36** HELP_CAT_SPECIAL_BATTLE "
- Special Battlefields are scenarios that were played in the "
- original table top game. They have been designed strictly "
- for game playability. "
- **36** HELP_CAT_SPECIAL_BATTLE "
- "
- 1---5----1----5----2----5----3----5----4----5----5----5----6"
- **37** HELP_CAT_DEST_ISLAND "
- Destination Island scenarios are island encounters. In some "
- games, one player will be invading, while in others, both "
- players will be invading the island. This makes for some "
- very exciting and unpredictable games! "
- **37** HELP_CAT_DEST_ISLAND "
- "
- 1---5----1----5----2----5----3----5----4----5----5----5----6"
- **38** HELP_CAT_EVEN_STEVENS "
- Even Stevens are scenarios where both players start off with"
- relatively equal starting forces. "
- **39** HELP_CAT_EVEN_STEVENS "
- "
- 1---5----1----5----2----5----3----5----4----5----5----5----6"
- **39** HELP_CAT_GREAT_UNKNOWN "
- In The Great Unkown, no one knows where units may be placed "
- until it is time to place them! Players are randomly "
- assigned initial placement locations out of a list of "
- possible regions. At times, reinforcements may be randomly "
- assigned also. These games are different every time they are"
- played. "
- **39** HELP_CAT_GREAT_UNKNOWN "
- "
- 1---5----1----5----2----5----3----5----4----5----5----5----6"
- **40** HELP_CAT_INF_BATTLES "
- Infantry Battles are fought mostly with foot soldiers, with "
- few, if any, other unit types available. "
- **40** HELP_CAT_INF_BATTLES "
- "
- 1---5----1----5----2----5----3----5----4----5----5----5----6"
- **41** HELP_CAT_INFILTRATORS "
- Infiltrators! Beware! These scenarios do not have well- "
- defined front lines; placement areas may be scattered all "
- around the map. Where will the enemy choose to attack...? "
- **41** HELP_CAT_INFILTRATORS "
- "
- 1---5----1----5----2----5----3----5----4----5----5----5----6"
- **42** HELP_CAT_LITTLE_JEWELS "
- Little Jewels are small, quickly played battles. "
- **42** HELP_CAT_LITTLE_JEWELS "
- "
- 1---5----1----5----2----5----3----5----4----5----5----5----6"
- **43** HELP_CAT_MUTUAL_NEUTRAL "
- Mutual Neutral scenarios involve maps with one or more "
- neutral countries. The choice of whether to invade any "
- neutral counries is yours to make... there may be a large "
- victory point award for a successful invasion, but your "
- opponent will be given control of the neutral country's army"
- as soon as you invade! "
- **43** HELP_CAT_MUTUAL_NEUTRAL "
- "
- 1---5----1----5----2----5----3----5----4----5----5----5----6"
- **44** HELP_CAT_RANDOM_ECSTASY "
- In Random Ecstasy, both sides start with one city and a "
- small force. The starting location is assigned randomly in "
- each game. "
- **44** HELP_CAT_RANDOM_ECSTASY "
- "
- 1---5----1----5----2----5----3----5----4----5----5----5----6"
- **45** HELP_CAT_SET_PIECE "
- In Set Piece Setup scenarios, instead of being given buy "
- points with which to purchase your desired mix of forces, "
- each player is assigned a certain number of each unit type. "
- Do what you can with what you are given... "
- **45** HELP_CAT_SET_PIECE "
- "
- 1---5----1----5----2----5----3----5----4----5----5----5----6"
- **46** HELP_CAT_SURGICAL_STRIKE "
- Surgical Strike scenarios allow each side to purchase only "
- certain types of units. "
- **46** HELP_CAT_SURGICAL_STRIKE "
- "
- 1---5----1----5----2----5----3----5----4----5----5----5----6"
- **47** HELP_CAT_OTHER "
- Other/New Games: These scenarios are those that don't easily"
- fit into any of the other categories or are newly added "
- scenarios. "
- **47** HELP_CAT_OTHER "
- "
- 1---5----1----5----2----5----3----5----4----5----5----5----6"
- **48** HELP_CAT_CAMPAIGN_ONLY "
- Campaigns are sequences of several scenarios played in "
- succession. In each scenario, the Attacker (Red player) is "
- assigned a goal to accomplish. If the goal is accomplished, "
- play may continue to the next scenario. If not, the campaign"
- will end. "
- "
- The possible goals are: "
- "
- 1) Achieve a score above a specified amount. "
- 2) Destroy a specified number of enemy unit points. "
- 3) Occupy marked campaign regions with at least the required"
- number of unit points. "
- 4) Control all campaign regions. All regions must be "
- occupied by a friendly unit and must not have any enemy "
- units in it. "
- "
- At the end of each scenario, if the Attacker achieves the "
- goal, a bonus is awarded and play continues with the next "
- scenario. If the Attacker fails to achieve the goal, the "
- Defender receives a bonus and the campaign game ends. "
- **48** HELP_CAT_CAMPAIGN_ONLY "
- "
- 1---5----1----5----2----5----3----5----4----5----5----5----6"
- **49** HELP_BLANK "
- **49** HELP_BLANK "
-