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-
- Readme.txt for Admiral - Sea Battles (tm)*
- *****************************************
-
- Contents.
-
- System requirements
- Installing Admiral - Sea Battles (tm)
- Rules of the game
- Starting the game
- Game control
- Controlling objects
- Information windows
- Transitions from mission to mission
- Saving and loading game
- How to record your own demo
- Story of Admiral
- Strategical hints
- Troubleshooting
-
-
- System requirements*
- *******************
-
- The mimimum system requirements required to run this game are:
-
- 486 DX2/66 or higher PC compatible
- MS Windows 95
- 8 MB RAM
- 18 MB of free hard disk space
- 2x CD-ROM drive (4x is highly recommended for viewing the cut-scenes)
- An SVGA video card and monitor
-
-
- Installing Admiral - Sea Battles (tm)*
- *************************************
-
- Installation of Admiral - Sea Battles (tm) is accomplished with the
- program SETUP.EXE program that is placed in the root directory of the game
- CD. In case Admiral - Sea Battles (tm) has not been installed on your PC,
- SETUP.EXE will run automatically after you insert CD into the CD-drive of
- your computer.
- The SETUP.EXE program consists of some dialog pages on which controls
- of installation settings (parametres) are placed (situated). To move
- between the pages use the buttons Next and Back, to run the installation
- program press Finish.
- You can choose a destination directory with the help of the directory
- browser which you can call by pressing the Browse button. You can also
- edit the destination path. SETUP.EXE program may prohibit the continuation
- of installation in the following cases:
- - entered destination directory is not correct;
- - destination drive is not present (is absent);
- - destination drive is not a hard drive;
- - there is not enough of free hard disk space for the chosen type of
- installation.
- You can choose between the following types of SETUP:
- - Small;
- - Medium;
- - Large;
- - Full.
- If you choose the Small type of installation only the most essential
- files would be copied on your drive. Hence the game requires the CD to do
- the following:
- - start a new game;
- - load a game;
- - view Introductions;
- - view Cut Scenes;
- - view logos and credits.
- Be aware that when starting or loading the game from the CD the game
- will unpack the necessary files on the hard drive and you will need an
- additional 4 MB of free hard disk space.
- We recommend you choose the Medium type of installation. In this case
- the game does not need the CD when loading or starting a new game. But to
- view Cut Scenes, Introductions, logos and credits you will still need the
- CD inserted in the drive.
- If you have enough of free hard disk space you can choose the Large
- type of installation. In this case the CD will be needed only for viewing
- Introductions, logos and credits.
- If you choose Full type of installation all files of the game will be
- installed on your hard drive.
- You can choose a Folder for Short Cuts to Admiral - Sea Battles (tm)
- from the suggested list of Folders which are placed in Programs. We
- recommend you to choose Admiral.
-
-
- Rules of the game*
- *****************
-
- CONTROL. The mouse is the main interface and access all of the
- functions and screens within the game.
-
- PLAYING FIELD. The playing field in this game is a map with seas,
- islands, reefs and shallows.
-
- OBJECTS IN THE GAME. The objects that you can control in the game
- are: ships, forts and ports.
-
- WEATHER. While playing the game, ships are influenced by weather
- conditions which are determined by wind strength and direction. Weather
- changes every cycle of the game (when both players have ended their
- turns).
- There may be a calm, wind and storm. In calm only steamers and ships
- with oars can move. In a storm all ships are moved in the wind direction
- except those which are standing in the cells that are neighbouring ports.
- You cannot build objects, move or board ships in storm.
-
- Rules of the game - Movement*
- ****************************
-
- Ships movement is dependent on the weather conditions and the
- movement ability of that ship. The maximum distance is covered when you
- move a ship in the direction of the wind. In all other directions this
- distance is reduced in proportion to the angle between the wind direction
- and the direction of ship movement. While in a storm ships cannot be moved
- normally - they are moved a distance determined by the class of the ship.
- While in a calm 3-decked and 2-decked battle-ships, galleons and frigates
- can not move.
-
- Rules of the game - Firing*
- **************************
-
- Only ships and forts can fire. Fire strength and range depend upon
- the class of the firing object and its current life level. Hitting targets
- is determined by the experience of the firing object, distance to the
- target, and the size of the target. Objects cannot fire over two cells of
- land.
-
- Rules of the game - Boarding*
- ****************************
-
- If an enemy ship is in the cell as one of your ships you may attempt
- to board it. The succes of the boarding is determined by the number of
- boarding crew (it depends upon the class of the boarding ship) and the
- experience level of the boarding ship. When boarding is successful the
- boarded ship joins the navy effectives of the boarding side. Boarding crew
- reduces on and experience increases depending on the success of the
- boarding. When the boarding is not successful the quantity of boarding
- crew reduces to zero or decreases for 25% of the maximum quality of
- boarding crew for ships of that class in the game. After attempting to
- board, a ship cannot make any other actions (moving, firing) until the
- next turn.
-
- Rules of the game - Repairing*
- *****************************
-
- All objects can be repaired. When repairing all other actions are
- unavailable to that object. If the object has made any actions it cannot
- be repaired during that turn. For one turn an object can be repaired for a
- total of 33% of its total life level. Repairing requires money. The sum of
- money required for repair depends upon the class of the object and on how
- much it is repaired. Ships can be repaired only in the cells that are
- neighbouring your port. A Fort can be repaired when your ships are in its
- neighboring cells. A Port repairs itself.
-
- Rules of the game - Building*
- ****************************
-
- Ships can build forts and ports. Ports can build ships. Building
- requires money. The sum of it depends upon the class of the object being
- built. Ships can build a fort or a port only when there are 3 or more
- ships in the cells neighboring the building site and which have not made
- any other actions during the turn. Those ships would not be able to do any
- other actions during the turn. A Port can build ships if there is a free
- place in the neighboring cells. If there are shallows in the free
- neighboring cells then only ships that can pass over shallows can be built
- there.
-
-
- Starting the game*
- *****************
-
- Once you have started the game, the game will show a logo screen. You
- can stop the animation by pressing the ESC key.
- In the Main Menu you can choose from the following variants of the
- game: start a new game against the computer, start a new game against a
- human opponent, start a saved game. You can also view the introduction of
- the game.
-
- Starting the game - Introduction*
- ********************************
-
- If you want to see the introduction, press the INTRODUCTION button.
-
- Starting the game - Start a New Game Against the Computer*
- *********************************************************
-
- If you want to start playing a new game against the computer press
- the MISSIONS button. After pressing that button a new screen will pop up
- where you can choose one of 3 episodes. After clicking on one of the
- episode's button you can see an introduction for that episode by pressing
- the INTRO button. After you have choosen an episode confirm your choice by
- pressing either OK to accept, or CANCEL to reject and return to the
- previous Menu.
-
- Starting the game - Start a New Game Against a Human*
- ****************************************************
-
- If you want to play the game against your friend (or foe), in the
- Main Menu press the HEAD-TO-HEAD button. A new screen will pop up which
- will offer you a choice of the type of game you wish to play.
-
- THE SAME COMPUTER - two human on the same computer.
-
- ON-LINE GAME - two human on two different computers connected through
- any of the following: local network, modem, or null-modem. The flag under
- which you will fight is can be chosen at the botton left corner of the
- window.
- After you have choosen an ON-LINE game you are given a choice of
- connection types. After you have chosen the appropriate type of connection
- and if you are playing under the Yellow flag then you will need to wait
- until your partner's computer connects to yours. If you have chosen the
- Green flag, then after you have chosen the type of connection you will
- need to choose the name of the game out of the suggested list. To avoid
- problems, it is best to arrange the name of the game before you start.
-
- OFF-LINE GAME - in this mode you save the game in a special file at
- the end of your turn and then send it to your rival usually via e-mail.
- These files are saved in the directory \OFFLINE\SEND. The file that you
- receive should be placed into the \OFFLINE\RECEIVE directory.
-
- After you have chosen any of these modes, you can choose a map on
- which to fight, the amount of money each player has at the beginning of
- the game, and the name of the game. If you are playing the ON-LINE mode
- then these settings can only be chosen by the player playing under the
- Yellow flag. The player playing under the Green flag will receive these
- settings after the computers are connected.
-
- Starting the game - Loading a Game*
- **********************************
-
- If you want to play a saved game, in the Main Menu press the LOAD
- button. Having pressed it you will see the list of saved games. In the
- lower left corner there are buttons showing each type of game. These types
- are arranged as follows: MISSIONS, THE SAME COMPUTER, ON-LINE, OFF-LINE.
- Choose the type of game you wish to load by pressing the corresponding
- button then choose the name of the saved game and press OK.
-
-
- Game control - Playing field*
- ****************************
-
- The playing field is a two dimensional sea map on which different
- geographical objects are situated (such as islands, reefs, and shallows).
-
- Game control - Conventional signs on the playing field*
- ******************************************************
-
- Near the active object on the playing field, depending on the control
- button your press, there will be conventional signs showing that objects
- ability to act. Such as:
- cell in which a ship can be placed
- enemy object that can be fired upon
- cell in which you may build a port or a fort
- cell in which you must build a port or a fort (in certain missions)
-
- Game control - Informational string*
- ***********************************
-
- In the bottom of the screen there is the informational string in
- which information about objects of the game and user's interface is
- represented when you point the cursor at them.
- Information about a game object is represented in the same order as
- in the Control Bar, e.g.
- Galeon (100-80-50-80-50) means that:
- class of object - galeon
- life level - 100%
- ability to move - 80%
- fire strength - 50%
- boarding crew strength - 80%
- experience of ship crew - 50%
-
-
- Game control - Controlling Objects*
- **********************************
-
- Control of objects is accomplished with the help of the Control Bar.
- The Control Bar is divised into two parts. In the upper part information
- about the currently active object is given in the form of horizontal bar
- graphs which show:
- its class and image;
- 1 - life level
- 2 - ability to move
- 3 - fire strength
- 4 - boarding crew strength
- 5 - experience
-
- In the lower part are the object control buttons which are:
- 1 - move ship
- 2 - fire a salvo
- 3 - board enemy vessel
- 4 - choose next object
- 5 - repair object
- 6 - build an object
- 7 - end your turn
- Near every button there are indicators that show the availability of
- the corresponding actions: red light indicates that the action is not
- available, green - available, and light green - action is currently
- selected.
-
- Game control - Moving ships*
- ***************************
- MOVING SHIPS. To move a ship, point the cursor at it, click the the
- left mouse button, then in the Control Bar press the button MOVE SHIP or
- press "m" on the keyboard. After that, cells that you can move that ship
- to will be marked with a special sign and the word "MOVE" in them.
- Choose a cell and click the left mouse button on it.
-
- Game control - Firing*
- *********************
- FIRING. To fire an enemy object using your current (active) object,
- click on the FIRE A SALVO button or press "f" on the keyboard. After that
- all the enemy objects within the range of your object will be marked
- with a special sign and the word "FIRE" below it. Choose an object and
- click the left mouse button on it to fire.
-
- Game control - Boarding*
- ***********************
- BOARDING. You can board an enemy vessel if your ship is in the same
- cell with it. To board a foe's ship click on the BOARD button or
- press "b" on the keyboard.
-
- Game control - Repairing*
- ************************
- REPAIRING. To repair a ship (if the operation is available) click on
- the REPAIR button or press "r" on the keyboard.
-
- Game control - Building*
- ***********************
- BUILDING. To build an object (if the operation is available) click on
- the BUILD button or press "u" on the keyboard. After doing that you will
- get the Build Window in which you can choose the object you want to
- build. Cells in which you can build a new object will be marked with a
- special sign. Choose the cell in which you want to build the object and
- click the left mouse button.
-
- Game control - Choosing the next object*
- ***************************************
- CHOOSING THE NEXT OBJECT. To go to the next object that has the
- possibility to take an action click on the NEXT button or press "n" on the
- keyboard. You can also choose the next object by clicking the left mouse
- button on the object you wish to make active. This second way does not
- work while you are trying to move the current object. In this case you
- should cancel moving the first step by pressing any button in the Control
- Bar and only then choose the object you need.
-
- Game control - Ending your turn*
- *******************************
- ENDING YOUR TURN. When you have finished your turn click on END
- button of the Control Bar.
-
- Game control - Mass move*
- ************************
-
- MASS MOVE. You can unite your ships in groups and then move, fire and
- repair them if these actions are allowed.
- To unite your objects in a group, press the left mouse button and
- without releasing it draw a rectangular area. All your objects that are
- situated within the restricted area will be included in the group. To
- exclude or to add an object to the group, press the Shift key and without
- releasing it click the left mouse button the necessary object.
- Be aware that while moving a group ships they choose the optimum way
- to the destination point which sometimes does not coincide with the
- shortest one.
-
-
- Information windows*
- *******************
-
- While playing the game you can receive various bits of information
- with the help of information windows. You control of these windows with
- the help of the Information Control Bar (the smaller of the two permanent
- windows). In the window you can get the following information:
- 1 - weather forecast
- 2 - mission task (when playing against the computer)
- 3 - tactical map
- 4 - information about objects in a certain cell
- 5 - information about enemy targets within range
- 6 - information about navy effectives
- 7 - comparative descriptions of objects in the game
- 8 - information about the costs of building and repairing of objects
- and the number of credits you posses.
- 9 - information about current settings
- 10 - save game
- 11 - quick help
- 12 - quit current game
- To receive any piece of information just press the corresponding
- button in the Information Control Bar. You can have only one information
- window open at a time. To close an information window press the
- corresponding button in the Information Control Bar once again.
-
- Information windows - Weather*
- *****************************
- WEATHER FORECAST - (Alt+W): With the help of this window you can
- learn information about the direction and strength of the wind for the
- current turn and the next turn.
-
- Information windows - Mission Task*
- **********************************
- MISSION TASK - (Alt+T): In this window you can see your mission
- task. To close this window, press the corresponding key on the
- Informational Control Bar or Esc on the keyboard.
-
- Information windows - Tactical Map*
- **********************************
- TACTICAL MAP - (Tab): In this window you can see the whole map with
- all the objects in it. The red rectangle on the map indicates the zone
- that you can see in the normal map. You can move this zone by clicking the
- left mouse button on the necessary zone in the Tactical Map. To return to
- the normal map double-click the left mouse button on the necessary zone.
-
- Information windows - Cell Information Window*
- *********************************************
- CELL INFORMATION WINDOW - (Alt+V): In this window you can get all the
- information about the objects in a certain cell. To choose a cell click
- the on it. After that you will see the class of the object and all of its
- vital information. In case there are two objects in the same cell you can
- choose either of them by clicking on the up- and down-arrows in the
- window.
-
- Information windows - Target Window*
- ***********************************
- TARGET WINDOW - (Alt+F): If the current object has any targets within
- range you can open the Target Window. In this window all targets within
- range are displayed. Here you can learn all the information about the
- targets. You can also fire at the one you prefer by clicking the FIRE A
- SALVO button in this window.
-
- Information windows - Navy Effectives Window*
- ********************************************
- NAVY EFFECTIVES WINDOW - (Alt+E): In this window you can find
- information about the effectives of your and your enemy's fleets. The flag
- in the upper part of the window indicates which navy is represented in it
- at the moment. To get information about the other navy click the NAVY INFO
- button in this window. The number of "alive" (not destroyed) objects is
- placed under the header AVAILABLE, the number of destroyed objects is
- placed under DESTROYED. You can also get information about all objects
- of a certain class. To do this just click on the button above the image of
- the class you want to view and then in a special window you can view
- information about each object of that chosen class by clicking on the up-
- and down-arrow buttons. To return to the Navy Effectives Window click on
- the NAVY EFFECTIVES button.
-
- Information windows - Comparative Description Window*
- ****************************************************
-
- COMPARATIVE DESCRIPTION WINDOW - (Alt+C): In this window you can get
- relative information about objects based on the following:
- Strength - ability to stand bombarding.
- Maximum distance of one move: with a Tail Wind, in a Calm, and in a
- Storm.
- Fire Power and Firing Range.
- Boarding ability.
- Ability of vessels to pass over shallows.
-
- Information windows - Object Pricing Window*
- *******************************************
- OBJECT PRICING WINDOW - (Alt+R): In this window you can obtain
- information about the prices of building an object (button BUILDING INFO)
- and the cost of 1% of repair job (button REPAIR INFO). In this window
- there is also shown the amount of money you currently possess.
-
- Information windows - Settings Control Window*
- *********************************************
- SETTINGS CONTROL WINDOW - (Alt+A): Inthis window you can change some
- settings in the game to make it more comfortable for you. You can switch
- on/off the grid, sound, cut scenes and music.
-
- Information windows - Quick Help*
- ********************************
- QUICK HELP WINDOW - (F1): In this window you can get information
- about game control. You can change "pages" of it by pressing buttons above
- arrows up- and down-arrow.
-
-
-
- Transitions from mission to mission*
- ***********************************
-
- When playing against the computer first you need to form your navy. A
- navy is formed with the help of a special window. In this window
- information about available ships and each ship chosen for the mission is
- given. Available classes of ships are indicated by green text. To choose
- ships for the mission, first click the mouse on the image of an available
- class of ship, then you choose certain ships of this class by clicking the
- up- and down-arrow buttons and confirm your choice by clicking on the ADD
- bytton. You can exclude a chosen ship by clicking the REMOVE button. If
- you want to exclude all chosen ships of current class click the REMOVE ALL
- button.
- The Total on Mission counter indicates the total quantity of ships
- chosen for the mission at the moment. When the number of chosen ships
- exceed the limit the background color of this counter turn red.
- Before choosing ships we recommend that you look at the task for the
- mission by clicking on the TASK button.
-
-
-
- Saving and loading game*
- ***********************
-
- While playing the game you can save it. For that you should click on
- the button with a disk on it in the Information Control Bar or press
- Ctrl+S on the keyboard. When the SAVE WINDOW appears choose one of the 10
- given positions. If you want, you can edit the name of the saved game.
-
-
-
- How to record your own demo*
- ***************************
-
- If you want you can record your own demonstration. To start recording
- your demo you must press Ctrl+Shift+D on the keyboard. After that all your
- actions and all actions of your enemy will be saved in a special demo-
- file. To stop recording of the demonstration you must press Alt+Shift+D on
- the keyboard. Be aware that the old version of the demo-file will be lost
- when you start recording a new one.
-
-
- Story of Admiral*
- ****************
- ---------
- ---------
- ...The war on the seas began long before its official declaration. It
- began with separate local conflicts in the area of a vast archipelago in
- the south latitudes. The first battle happened when our navy was convoying
- ally transports that carried materials for building a fortified port in
- the eastern part of the archipelago. Afterwards this operation was called
- 'Outpost'...
- excerpts from, "History of the Sea Battles"
-
- From Admiral's memoirs:
- I have received orders from the Court of Admiralty to convoy allied
- transports carrying building materials for a port and a fort in a well
- protected part of the archipelago.
- Quite unexpectedly our convoy ran into enemy forts and a small
- squadron of battleships. Evidently, not only we were interested in this
- area.
- Skillfully using the wind and the pecularities of the coastline we
- managed not only to destroy all forts, ships and a port of the enemy, but
- also to board one of its big ships.
- Later on allies helped us to reapir and resupply our ships which had
- been seriously damaged in that operation.
-
- ---------
- ...Evidently the enemy realized that they were doomed and tried to
- run away with all their treasure. We cannot afford him to escape because
- it would let the Green Cross order to buy new ships with it...
- from, "History of the Sea Battles"
-
- From Admiral's memoirs:
- Some days were spent on repairing and resupplying our ships. Then we
- received a new order to capture or to destroy escaping enemy transports.
- The Court of Admiralty sent some high-speed ships to help us and that
- was the deciding factor of our success: the overwhelming majority of enemy
- transports were destroyed, some of them were captured.
-
- ---------
- ...Our navy acting as a concentrated force, managed to clear the
- archipelago area from enemy forts, ports and ships. Ships of the Green
- Cross order made an attempt to seize our port but our galleys and forts
- smashed its squadron without serious damages from our side.
- from, "History of the Sea Battles"
-
- From Admiral's memoirs:
- The success of the last operation allowed our Admiralty to reinforce
- our navy with new powerful battleships. In my opinion, the tactics of a
- concentrated force determined our victory in "Citadels" operation.
-
- ---------
- In early autumn our allies sustained a resounding defeat on the sea.
- They had lost almost all their navy effectives in the eastern part of the
- archipelago. Some ally ships that escaped destruction took shelter in a
- well protected bay. We had to save our allies.
- from, "History of the Sea Battles"
-
- From Admiral's memoirs:
- ...This operation allowed us not only to help our brothers in arms
- but also to torment the navy of the Green Croos order.
-
- ---------
- History of human civilization proves that it is made by outstanding
- personalities. One of them was Herman Tor, the Admiral of the Green Cross
- navy.
- from, "History of the Sea Battles"
-
- From Admiral's memoirs:
- In the beginning, our task - to capture or to destroy the enemy
- flagship - seemed to me impossible. But I found that the experience
- acquired by our crews in the previous battles made it possible.
-
- ---------
- Our navy continued clearing the archipelago of the enemy. In the
- southern part of it the Green Cross Order created a powerful base for its
- navy. We had to dislodge the enemy and to destroy 2 forts and a port that
- occupied very important strategical position.
- from, "History of the Sea Battles"
-
- From Admiral's memoirs:
- As it turned out in consequence, intelligence service of the enemy
- constantly informed General Headquarters of the Green Cross order about
- current effectives of our navy. When we built a new ship they built two.
- But their mistake was that they recruited unexperienced dregs of society
- for their crews. The experience and courage of our crews on one side and
- inexperience and cowardice on the other allowed our navy to accomplish our
- mission.
- It should be noted that the tactics of concentrated force that I used
- in previous battles was unfit for that operation.
-
- ----------
- ----------
- Pirates felt themselves as masters of trade shipping routes while we
- were fighting for the archipelago with the Green Cross order. They had
- robbed a large amount of treasure and that was the main reason for a new
- military campaign.
- Pirates having learned that we were preparing for the military
- campaign against them asked our sworn enemy, the Green Cross order, to
- help them in the approaching battles against us and promised them two
- thirds of their treasure. The greedy order could not pass money by and
- send Admiral Eric Gordon's squadron to help pirates...
- ...We achieved a signal victory in that campaign and completely
- eradicated piracy on the seas.
- from, "History of the Sea Battles"
- ---------
- From Admiral's memoirs:
- I received orders to forestall the enemy navy that was heading for
- the pirates' treasure. The first task was to pass my squadron through a
- narrow dangerous strait called the Storming Gates.
- A large enemy squadron was moving with parallel course on the north.
- Admiral Gordon sent two groups of fast ships to build forts in our
- way. One of those groups we managed to destroy.
-
- ---------
- From Admiral's memoirs:
- Right after our squadron arrived at the port and started repairing we
- were twice attacked by pirates' ships.
- Eric Gordon's squadron was rushing with the same aim as we did - the
- corsars' gold. Sometimes our courses crossed and we skirmished with each
- other. But pirate raids were the main danger for us.
- The basic forces of the buccaneers were concentrated in a secluded
- bay and attacked us when we were fighting with pirates' powerful forts and
- ships.
- ---------
- From Admiral's memoirs:
- ...Sometimes we did not attack enemy forts because they were not very
- important for us.
- ...There was a powerfully fortified island whose outline resembled a
- turtle that prevented our squadron from moving further.
-
- ---------
- From Admiral's memoirs:
- ...And again we were attacked by pirates in a port. Having beaten the
- attack off we headed to the west...
- ...Our squadron was approaching the aim of our campaign - fort
- Roger, where pirates were keeping the robbed treasures. Before we
- approached the fort we crushed a big squadron of pirates' ships to the
- south from it...
- After we had captured fort Roger with its treasures we were raided by
- pirates and ships of the Green Cross order.
-
- ---------
- From Admiral's memoirs:
- Allied navy gave transports at our disposal for carrying the
- corsars' gold. Pirates had not abandoned the idea to return the treasures
- back and made some attempts to attack us while we were moving to the bay
- in the south-east, our intermediate destination. There awaited pirates. We
- left the transports in a safe place and gave battle to the buccaneers,
- coastal fortifications and ships to let our transports enter the bay
- safely afterwards...
- ---------
- From Admiral's memoirs:
- Our port in the north-east was the final destination of our squadron
- with the transports of gold. On that last part of our campaign we crushed
- the last remnants of pirates' navy and forts.
-
- ---------
- ---------
- From Admiral's memoirs:
- It was supposed that the buccaneers' treasures which we had won would
- satisfy the hunger for money of our bureaucracy... There were found new
- lands that promised new profits to the high ranked officials. Our navy was
- ordered to take the islands under our control.
- ---------
- From Admiral's memoirs:
- Our brave seamen and officers had not managed to take their deserved
- rest because we received orders to take over a newly discovered group of
- islands.
- ...Two of our squadrons were sparated by a large enemy squadron and
- complete defeat threatened us then. Luckily we managed to unite and to win
- in that battle...
- ---------
- From Admiral's memoirs:
- ...We had to build temporary port buildings to repair our ships that
- were damaged in the previous battle. Later on our task was kind of
- monotonous. We crushed enemy squadrons and forts and then built our own
- ports and forts.
- ---------
- From Admiral's memoirs:
- ...Two of our squadrons were separated by shoals and islands and were
- obliged to perform a common task independently. Only when we destroyed all
- of the enemy ships in the north did we manage to reunite. We then attacked
- the southern group of enemy ships...
-
- ---------
- From Admiral's memoirs:
- ...We continued our expansion and this time we faced an immense
- armada of the enemy. We had to build coastal buildings to win in that
- fierce battle of naval titans...
-
- ---------
- From Admiral's memoirs:
- ...The more we struggled the more resistance from the enemy we met.
- The new lands were a real titbit for the enemy if he fought for them so
- fiercely with us...
- ---------
- From Admiral's memoirs:
- ...And here came the last-ditch fight for the dominance over the
- discovered islands. It was like a Judgement Day on which fortune would
- smile on the chosen one.
-
-
-
- Strategical hints*
- *****************
-
- Each of the 10 classes of ships has its own merits and flaws. That is
- why you must know their strong and weak points to achieve victory.
-
- 1. Heavy ships (2-Decked Battle Ships, 3-Decked Battle Ships and
- Galeons) are the most expensive to build, but they are most effective when
- attacking forts. The Galleon is the slowest ship, but its firing range is
- the longest. It is of vital necessity when you are attacking forts or
- heavy ships.
- 2. Ships of the middle classes (Frigate, Clipper) cannot stand
- against heavy ships, but because of their speed they can be used for
- breaking through battle lines and building forts and ports. The Frigate
- has the optimal combination of fire power, sailing ability and building
- price. That is why is useful for boarding attacks and defense. The Clipper
- is the best for pursuing enemy of middle and smaller classes. It can move
- in a calm and excellently resists storms.
- 3. Smaller ships (Brig, Steam-Corvette, Paddle Steamer, Tender, and
- Galley) have the lowest life level and fire power. Their merits are:
- ability to pass over shallows and low building cost. Brigs, Steam-
- Corvettes and Paddle Steamers are very effective for pursuing enemy ships
- and building forts and ports in strategically important places. The high
- boarding ability of Galleys, Tenders, and Brigs makes them very dangerous
- to heavy ships. They can also move in a calm.
- 4. Forts of the 1-st and 2-nd line are characterized by big fire
- power, long fire range and effectiveness of fire. Any port may be attacked
- by the enemy and should be protected by at least on fort. Ports have the
- ability to repair themselves. The very high cost of their building
- requires them to be protected by ships. No fort can resist an attack of
- more then 3 heavy ships. A fort, especially two forts, when supported by
- ships are able to prevent enemy ships from passing straits and entering
- bays.
- 5. Do not hesitate spending money on building ports, but do not build
- them too closely to each other - it is not useful. If you have ports at
- strategically important areas it will be very difficult for enemies
- to "squeeze" you out of those areas. Ports build and repair ships and give
- shelter for ships in a storm. Ships in cells neighboring a port are not
- moved by storms.
- 6. Keep an eye on the weather -it is changeable! A storm is dangerous
- not only because it can throw your ships onto reefs or into shallows, but
- it can also take them into the range of enemy forts and heavy ships.
- 7. A calm is dangerous when your ships are within range of enemy
- forts. That is why you need look at the weather forecast before attacking
- enemy forts.
- 8. Shallows may be dangerous for heavy ships: a storm can strand you
- ships on the shallows and if a second storm occurs and your ships are
- still there they will be destroyed.
- 9. Do not be afraid if the number of navy effectives of your enemy is
- larger than yours. When you are attacking forts which are supported by
- ships, use the following tactics: damage the supporting ships so that they
- can be easily boarded and board them. After that the enemy forts will
- attack those damaged ships first leaving your regular navy free to attack
- the forts.
- 10. Do not abuse the boarding attack - remember that in case of
- failure your ship will always be captured by the enemy. If boarding was
- successful move the captured ship away from the enemy because it can be
- easily taken back. Move to your port and repair it to raise its boarding
- ability.
- 11. Fire at enemy ships before boarding it.
- 12. If your enemy has a lot of money do not try to destroy his navy
- all at once. Ships are built faster than they are destroyed. You are
- better off building ports defended by forts near the expected battle
- positions. Build forts at strategically important places (at capes) and
- build ships of different classes (because sometimes a Galley is more
- effective than a heavy ship).
- 13. Economize money, because you can earn it only when a mission is
- completed.
- 14. Mind that the less distance to the target the more effective
- firing at it is. To prevent enemies from boarding you ships, place two of
- your ships in one cell.
- 15. Do not forget to repair your objects. Remember that to repair
- objects is easier than replacing them (especially forts and ports).
- 16. It is not effective to build slow ships far from the battle
- area. It is better to build a port near the battle.
- 17. Build a port in the place where there is a maximum quantity of
- neighboring sea-cells - that will allow you to repair more ships at the
- same time. Avoid building ports near shallows.
-
-
- Troubleshooting*
- ***************
-
- 1. To disable AutoPlay
- a) Double-click the My Computer icon.
- b) On the View menu, click Options, and then click the
- File Types tab.
- c) Click the AudioCD type, and then click Edit.
- d) In the Actions list, click Play, and then
- click Set Default.
-
- 2. While sound effects animations 'mortify' on the playing field
- Try to set a lower priority to the sound driver and in case that does
- not work set another sound driver in the program. To change the sound
- driver and priority of the driver run config.exe and set Sound Driver and
- Priority to needed values.
- DirectX Primary - plays through DirectX and uses the DirectX driver.
- DirectX Secondary - plays through DirectX but uses the Windows driver.
- MCI - plays through the standart MCI interface.
-
- 3. Very bad connection or cannot connect through COM-ports
- Check the settings for COM-ports in the Control Panel on both
- computers.
-
- 4. When you try repeat connection through modem you receive message
- that line is busy.
- Restart the program.
-
- 5. In case you get a message that DLL libraries are not found,
- install WinG and DirectX notwithstanding recommendations of the SETUP
- program.
-
-
- CONTACT INFO:
-
- Megamedia Corporation
- Email: admiral@megamed.com
- Web: www.megamed.com
-
-