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PC Gamer (Italian) 28
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PC Gamer IT CD 28 1-2.iso
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SMGDEMO
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smgdemo.exe
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Rclick.txt
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1997-09-24
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399 lines
@TIP0
@title=Button Tips
Issuing the VOLLEY command once orders all
men in the regiment to hold their fire and reload
their muskets. Issuing the Volley command a second
time orders the men to discharge their weapons at
once, for a powerful one-time attack.
@TIP?
@title=Button Tips
A unit ordered to HALT stops its
movement, maintaining its current facing.
@TIP1
@title=Button Tips
SKIRMISH LINE is employed for slowing an
advancing enemy and feeling out enemy
forces. The men assume a long, spread
out line, allowing the regiment to cover
a broad front, but decreasing their fire
effectiveness and staying power. Skirmish
lines fall back quickly when strongly
attacked.
@TIP2
@title=Button Tips
Men moving at the DOUBLE QUICK run
instead of march to their destination,
but gain stress due to the increased
effort. Use double quick when time is
of the essence.
@TIP3
@title=Button Tips
A regiment ordered to HOLD maintains
its position under fire longer than
normal, trading increased casualties
for staying power. A regiment can be
put on hold only when its commander
is unwounded and nearby.
@TIP4
@title=Button Tips
A unit ordered to WHEEL changes
facing if not engaged. If the unit
is in motion, it wheels to the new
facing upon reaching its destination.
The down arrow orders the unit to
change its facing 180 degrees.
@TIP5
@title=Button Tips
A unit ordered to ADVANCE moves
forward about 200 yards then stops.
The advance command is an easy way
to move a unit forward into combat.
@TIP6
@title=Button Tips
When ordered to CHARGE, a regiment rushes
the enemy regiment or battery it currently
is firing at and engages in a furious,
close-range firefight until it or its target
is repulsed or driven away. A regiment must
be engaged with an enemy to charge and must
have its commander nearby.
@TIP7
@title=Button Tips
When ordered to FALL BACK, a unit slowly
backs away from the enemy, while continuing
to fire. Fall back is best used for a slow
retreat when a unit is under heavy fire.
A unit must be engaged to fall back.
@TIP8
@title=Button Tips
A unit ordered to RETREAT breaks
formation and runs for safety, reforming
when it is a safe distance from the battle.
Retreat is best used to quickly disengage
from a firefight. However, the move is
dangerous because the unit exposes its
back to the enemy fire as it retreats.
@TIP9
@title=Button Tips
LINE is the standard fighting formation.
The men line up shoulder-to-shoulder in
two ranks. This formation combines maximum
firepower with staying power. However, units
in line formation move slower than those in
column or skirmish formations.
@TIP10
@title=Button Tips
COLUMN formation is best for fast travel.
The men line up in two columns and move
quickly to their destination, but they
cannot fight and will take heavy casualties
if hit by enemy fire.
@TIP11
@title=Button Tips
When ordered to UNLIMBER, A battery unhitches
the guns from the horses and prepares to fire.
An unlimbered battery cannot move until
limbered. If an unlimbered battery is ordered
to move, it limbers, moves to its new desti-
nation, and unlimbers again.
@TIP12
@title=Button Tips
A battery ordered to LIMBER hitches its
guns to the horses and prepares to move. A
limbered battery can move quickly but cannot
fire until unlimbered.
@TIP13
@title=Button Tips
A battery ordered to TARGET INFANTRY
concentrates its fire on enemy infantry
regiments it considers the greatest threat,
ignoring hostile batteries.
@TIP14
@title=Button Tips
A battery ordered to TARGET ARTILLERY
concentrates its fire on enemy batteries
it considers the greatest threat,
ignoring hostile regiments.
@TIP15
@title=Button Tips
A battery ordered to AUTO TARGET
concentrates its fire on the enemy unit
it considers the greatest threat, whether
infantry or artillery.
@TIP16
@title=Button Tips
A unit ordered to WHEEL changes
its facing if not under fire. If
the unit is in motion, it will
wheel to the new facing upon reaching
its destination. The down arrow orders
the unit to change its facing 180 degrees.
@TIP17
@title=Button Tips
A unit ordered to HALT stops its
movement, maintaining its current facing.
If the last formation command it was
given was LIMBER, it remains limbered,
otherwise it UNLIMBERS.
@TIP18
@title=Button Tips
Selecting LINE OF SIGHT grays out the
portion of the map not visible to the
selected unit. Any enemy movement
in gray portions of the map cannot be
seen or targeted by the unit.
@TIP19
@title=Button Tips
A unit ordered to HOLD maintains
its position under fire longer than
normal, trading increased casualties
for staying power. A unit can be
put on hold only when an unwounded
superior commander is nearby.
@TIP20
@title=Button Tips
A battery ordered to RETREAT Limbers
and runs for safety. Retreat is best
used to quickly disengage from a fire-
fight. However, the move is dangerous
because the battery exposes its rear
to enemy fire as it retreats.
@TIP21
@title=Button Tips
Not implemented.
@TIP22
@title=Button Tips
BATTLE orders all the regiments of the
brigade to assume line formation and
align side-by-side on the brigade
commanderÆs current location if heÆs not
moving, or his destination if heÆs in
motion. Double-clicking orders the brigade
to assume the commanderÆs current facing
as well.
@TIP23
@title=Button Tips
DOUBLE orders all the regiments of a
brigade to assume line formation in
two rows, aligned on the brigade com-
manderÆs current location if heÆs not
moving, or his destination if heÆs in
motion. Double-clicking orders the brigade
to assume the commanderÆs current facing
as well.
@TIP24
@title=Button Tips
A brigade in ROAD formation has all
regiments in columns, lined up one after
the next, and will try to follow roads
whenever possible. Roads give movement
bonuses, making this formation ideal for
quick travel over moderate distances.
@TIP25
@title=Button Tips
MANEUVER orders all the regiments of the
brigade to assume column formation and
to align themselves side-by-side on the
brigade commanderÆs current location if
heÆs not moving, or his destination if
heÆs in motion. Double-clicking orders
the brigade to assume the commanderÆs
current facing as well. This formation is
designed for quick, orderly movement.
@TIP26
@title=Button Tips
SKIRMISH orders all regiments of the brigade
into skirmish formation, aligned side-by-side
on the brigade commanderÆs current location
if heÆs not moving, or his destination if
heÆs in motion. Double-clicking orders the
brigade to assume the commanderÆs current
facing as well.
@TIP27
@title=Button Tips
The COMMAND button allows a player in
a multi-player game to take command of
the selected brigade. This button appears
only when you select a brigade you do NOT
control.
@TIP28
@title=Button Tips
The BRIGADE HALT command stops the
movement of every regiment in the
brigade in their current locations,
maintaining their current facing.
@TIP29
@title=Button Tips
The ATTACH command re-attaches all
detached regiments to the selected
brigade commander.
@TIP30
@title=Button Tips
The RALLY command calls all routed
regiments of the brigade to the
commanderÆs location or destination (if
heÆs in motion). Routed regiments rally
faster when close to their commander.
@TIP31
@title=Button Tips
Not implemented.
@TIP32
@title=Button Tips
Not implemented.
@TIP33
@title=Button Tips
The MAP CONTROL ICON allows you to control your view of the map.
Use Zoom and Unzoom to zoom in and out, and L and R to rotate
the map. You can also use the keyboard: the left and right arrows
rotate the map, the up arrow returns the map to its default
orientation, and the 'Z' and 'X' keys zoom and unzoom the map.
@TIP34
@title=Button Tips
The COMPASS shows which way the map is
currently oriented. The default is North.
You can use the left and right arrow keys or the Map Control Icon
to rotate the map; the up arrow returns the map to its
default view.
@TIP35
@title=Button Tips
The VICTORY CLOCK shows the current time. As the
scenario winds down, an hourglass will begin
flashing, indicating that time is running low.
An Objective Site changing hands at this time
can extend the ending time of the scenario.
@TIP36
@title=Button Tips
The MORALE BLOCKS show the morale of
the currently selected unit. More blocks
means the unit can withstand more stress
in battle. Blocks are gained for experience,
covered terrain (woods, rocks and orchards),
support from nearby troops, being entrenched,
and having a commander nearby.
@TIP37
@title=Button Tips
The STATUS BAR identifies the selected
unit as well as indicating its commander,
the number of troops, its experience level,
whether it's visible to the enemy, who
it's firing at, and whether its fire is
blocked by friendly troops.
@TIP38
@title=Button Tips
The TERRAIN DESCRIPTION shows what
kind of terrain the currently selected unit
occupies.
@TIP39
@title=Button Tips
BRIGADE ADVANCE orders all regiments of the
brigade to advance forward about 200 yards
then stop. This command is an easy
way to move an entire brigade into combat.
@TIP40
@title=Button Tips
A unit ordered to WHEEL will change
its facing if not under fire. If the unit
is in motion, it will wheel to the new facing
upon reaching its destination. The down
arrow orders the unit to change its
facing 180 degrees.
@TIP41
@title=Button Tips
Selecting LINE OF SIGHT grays out the
portion of the map not visible to the
currently selected unit. Any enemy
movement in grayed out portions of the
map cannot be seen by the unit.
@TIP42
@title=Button Tips
A unit ordered to FALL BACK will
move backward slowly while still firing at
the enemy. Fall back is best used for a slow
retreat when a unit is under heavy fire.
A unit must be engaged to fall back.
@TIP43
@title=Button Tips
A regiment given the DONÆT STOP order will
proceed to its destination in spite of enemy fire.
A regiment in this mode may take heavy casualties,
so the command should be used when the regiment's
move is critical.
@TIP44
@title=Button Tips
This command orders the regiment to resume
receiving commands from the brigade commander.
A regiment becomes detached when it assumes a
formation different from the other regiments
of the brigade, or when it is detached using
the DETACH command (shift-'X' on the keyboard).
@TIP45
@title=Quick Start
Use click and drag to select and move units.
Move the mouse to the edges of the screen to scroll the map.
Use the command icons at the bottom of the screen to
give special orders.
Right click on these icons for a brief description.
Move the mouse to the top of the screen
to activate the menu bar.
Try the tutorials for lots more information.
Good Luck!
@TIP46
@title=Quick Start 2
The guys on the white horses in this game are BRIGADE COMMANDERS.
They make it easy to move a group of regiments at the same time.
Try the tutorials for more information on brigade commanders.
@