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OPERATION CRUSADER (Mac) v1.1 UPGRADE NOTES (8/22/94) Operation Crusader (Mac) Release History: 1.0 Original Release Version 1.1 Upgrade Release Version Operation Crusader (Mac) Upgrade Contents a. This Readme file. b. Scenario Folder with v1.1 Scenarios. c. Cru Rel to 1.1 Update Program BEFORE YOU UPGRADE: There have been _extensive_ changes in OC since the initial release. Due to the number and types of changes, previous Save Games (both regular and PBEM) are incompatible with this release. If you have any ongoing PBEM games, you will need to complete them BEFORE updating. HOW TO UPGRADE 1. After downloading the OCV11MAC file, drag it into the folder containing the Released version of Operation Crusader. 2. Double click on the file (It is an SEA, self-extracting archive). If you've done everything correctly so far, the extraction program will alert you that the Scenario folder already exists, and ask you if you wish to replace it. Click on Replace. 3. Once all files have been extracted, run the Cru Rel to 1.1 Updater. This will pop up a File Box with the Crusader program in the current folder. Click on the Update button to update the Crusader program. It will now be named, "Crusader v1.1." MAC-SPECIFIC CHANGES/FIXES: a. File Saving and Restoring has been overhauled and will be significantly faster. This will be particularly noticeable with PBEM games. b. There had a been a problem with PBEM games getting "out of synch" when two moves were sent at a time. c. Some anomalies in the Combat Resolution system have been cleared up. d. In order to maintain compatibility with the PC version (mandatory for cross-platform PBEM games), all Save Game files will have a .SAV extension appended. In addition, only files with a .SAV extension will appear in the File Resume File Box. e. We have continued to work on and improve the AI. SINCE THE MANUAL WAS PRINTED... 7.0 TERRAIN IDENTIFICATION (ESCARPMENT, WADI) (p. 14, 15) (Note) While non-motorised units may cross these hexsides, they cannot trace Supply across them. 8.5 INFORMATION GATHERING (p. 16) (Notes, Corrections. These only apply when using Limited Intel/Fog) A Unit's Info or Fog values are dynamically calculated during the Execution phase, hence units may appear, disappear, or change counter type as the phase proceeds. If you have limited or no information about a unit, no counter will appear. If you have enough to determine that enemy forces are present, a generic Side Counter will display. If you have enough to determine the type, a Generic Side/Type Counter will display. When you have determined the unit's name, the Normal Counter will show. When you do not have enough information to determine a unit's particular Combat or other value, two ??'s will appear in place of the number in the Unit Box and SideBar. If numbers display, you cannot assume that these numbers are accurate. They will be "garbled," and the degree of inaccuracy will be dependent on your information about (or lack thereof) the unit. The same applies to the Odds displayed in the SideBar after plotting an attack. Do not assume that your attack will be resolved at the Odds displayed, unless you know you have very good intel about all of the units involved. Plotting an attack against a generic Side Counter will not display an Odds value in the SideBar. The best way of increasing your intel on enemy units is to remain adjacent to them, or attack them. Probes are a cheap way of gaining the intel you would get from an attack, while minimizing intel provided to the opposing side. Units in Forts (not Entrenchments) and Bunkers will display their presence more readily than units in other types of terrain. However, that aside, you will have less intel about these units than you normally would. 15.2 TYPES OF ATTACKS (PROBE) (p. 27) (Note) Probes, no matter the victor, will not reveal additional info about the attacker, nor will they cause either side to retreat. 16.21 ARTILLERY PREPARATION (Correction) If an enemy unit moves adjacent to an artillery unit, the artillery unit DOES NOT have to begin preparing all over again. 19.2 THE SUPPLY PIPELINE (p. 40) (Supplement) It is strongly suggested that players get into the habit of attaching units on the 2AM turn, as opposed to the 6AM turn to prevent confusion. Units attached on the 6AM turn will not normally draw new Supply tonnage to reflect the new HQ's level. As a concession to playability, we have left a "trap door" in the code. If you attach a unit on the 6AM turn, and then subsequently change the new HQ's Supply level, the newly attached unit will reflect the new HQ's Supply level. 19.4 SUPPLY LINES (p. 41) (Supplement) The supply lines traced by each Combat unit in OC, represent not only the ability to deliver supplies to that unit, but the ability of the unit to properly utilise the supply it has on hand. This latter covers a wide range of circumstances from command and control to small vehicular traffic between the unit and its HQ, as well as ambulances, etc. Thus, a unit's effective Supply level will vary over the course of the day, even though the unit only receives supply in the morning. 19,82 AXIS SUPPLY SOURCES AND DEPOTS (p. 43) (Correction) There are only three Axis depots on the Western side of the map in Tobruk Relieved and the Campaign. There is a Depot located somewhere around Bir Hakeim (location varies). 20.0 TROOP QUALITY (p. 44) (Design Note) Quality levels are generally consistent across Divisions/Brigades. Each formation was rated for its performance in the Operation Crusader battle (what they actually did), and their degree of combat experience/training (what they were likely to do). Thus, the New Zealanders have high quality numbers, as do both the 7th Armoured, and 4th Indian, the latter two being veteran formations. 21.12 CHANGES IN FATIGUE LEVELS (p. 45) (Supplements, Clarifications, Corrections) Defending against pure Air Attack +2 Moving in Strategic Mode (any distance) +1 (Doubled at night) Units moving in Tactical Mode will accrue from +1 to +5 fatigue points, during the day, depending on the percentage of movement allowance used during the turn. This cost is doubled at night. New Zealand units attacking at night accrue 2 less fatigue points than other units. This applies only to NZ units, not units of other nationalities attached to a NZ HQ. 21.22 CHANGES IN DISORGANIZATION LEVELS (p.45) (Supplements, Clarifications, Corrections) Receiving Replacements +5 (Note: units MAY also recover Disorganization points in this case) Units engaging in combat receive +1 Disorganization points for each defense point lost by its side (rounded up). Units engaged in a Probe do not lose Disorganization points, beyond points for casualties. 29.1 COMMONWEALTH VARIANTS (p. 55) (Enhancement) There is a new variant, "Armor Reinforcements," which applies to the Fortress Tobruk Scenario only. If this is selected, units of the 32nd Tank Brigade will undergo a significant equipment upgrade. 29.2 AXIS VARIANTS (p. 56) (Enchancement) There is a new variant, "Crusader Called Off," which applies to the Fortress Tobruk Scenario only. The premise is that Operation Crusader has been either called off, or delayed. If this is selected, the 15th Panzer Division will appear as a reinforcement during the first day of the Scenario on the Eastern map edge.