Index of /beachware/DOSGAMES/STRATEGY/CWBS23

      Name                    Last modified       Size  Description

[DIR] Parent Directory 11-Jan-2006 04:55 - [TXT] $AVE1.CIV 27-Feb-1994 13:07 4k [TXT] $AVE2.CIV 27-Feb-1994 13:07 4k [TXT] $AVE3.CIV 27-Feb-1994 13:08 4k [TXT] $AVE4.CIV 27-Feb-1994 13:07 4k [TXT] $AVE5.CIV 27-Feb-1994 13:07 4k [TXT] ALTICON.EGA 28-Nov-1992 02:01 3k [TXT] BULLRUN1.CIV 27-Feb-1994 13:08 6k [   ] CS.DOC 20-Jun-1993 17:59 21k [   ] CS.EXE 27-Feb-1994 10:32 72k [   ] CW.DOC 16-Dec-1993 18:02 72k [   ] CW.EXE 14-Mar-1994 13:51 105k [TXT] CW.PIF 10-Jan-1994 16:44 1k [TXT] FILE_ID.DIZ 15-Mar-1994 16:44 1k [TXT] FRED.CIV 27-Feb-1994 13:07 6k [TXT] GENERALZ 27-Feb-1994 09:39 1k [TXT] GETTY1.CIV 27-Feb-1994 16:22 5k [TXT] GO.BAT 27-Feb-1994 16:14 1k [TXT] INSTALL.BAT 27-Feb-1994 13:25 1k [TXT] MAXSKORS 27-Feb-1994 09:38 1k [TXT] MISC.EGA 21-Dec-1993 07:20 3k [TXT] MONTHS.DAT 21-Nov-1991 04:39 1k [TXT] NEWHI.SCR 29-Nov-1992 20:30 4k [TXT] PNAMES1.DAT 10-Aug-1992 11:17 1k [TXT] PNAMES2.DAT 02-Aug-1992 09:24 1k [TXT] PREFER.CFG 21-Feb-1994 15:30 1k [TXT] REB.EGA 13-Feb-1994 13:16 3k [TXT] REBEL.LDR 10-Aug-1991 10:56 1k [   ] REGISTER.DOC 14-Mar-1994 13:41 2k [TXT] RNAMES.DAT 10-Aug-1992 15:23 1k [TXT] SHILOH.CIV 27-Feb-1994 13:08 5k [TXT] SPOTS.CIV 27-Feb-1994 13:08 6k [TXT] STDICON.EGA 21-Jun-1992 05:39 3k [TXT] STONE1.CIV 27-Feb-1994 13:08 5k [TXT] TERRAIN.EGA 08-Jul-1993 08:40 3k [TXT] TITLE.SCR 29-Nov-1992 19:32 4k [TXT] UNION.LDR 03-Aug-1991 11:24 1k [   ] VENDOR.DOC 14-Mar-1994 13:41 2k [TXT] YANK.EGA 20-Feb-1994 08:25 3k [TXT] YNAMES.DAT 10-Aug-1992 12:37 1k [TXT] {SDA.ID} 27-Mar-1994 05:34 1k

****************************************************************************
   Changes to CIVILWAR BATTLESET version 2.3 SHAREWARE VERSION
****************************************************************************
1. An option has been added to allow playing both sides
   alternately. To choose this option, keep changing the SIDE
   option at the top of the main menu until it indicates "BOTH
   SIDES". Then load a scenario and begin to play as usual. When
   the first side finishes, the screen is redrawn, and you will
   be allowed to play the other side.

   This can be used for a 2 player game, with both players
   sitting at the keyboard. It is probably even better suited to
   allow one person to play both side to recreate an entire
   battle. The way the simulation is designed results in a lot
   of side changes, with some turns being very short. This means
   that when 2 people are playing there will be a lot of
   switching from one to the other. Also, when this option is
   selected, the RECON condition is turned ON, which means that
   movement is not hidden.

   Each time the side changes, the number of total possible
   moves for that side for that turn is shown. This number is
   also displayed at the top right of the screen during the
   turn. The number of actual units that can actually be moved
   may be fewer, since some units may be "under orders" and will
   move automatically.

   Occasionally, one side will have no units that can be moved
   for a particular turn. In that case, the turn is advanced,
   and control is passed back to the other side.

2. The gray "*" key on the numeric keypad can be used as the
   "escape" key, to facilitate a second person sharing the
   keyboard in the 2-player version. Te second player does not
   have to reach all the way across the keyboard for the "Esc".

   Likewise, the gray "+" key  on the numeric keypad can be used
   as the "F" key to fire artillery.

3. The 'Cancel orders' option now visually shows which units have
   obeyed the order. Units that obey will flash briefly after the
   order is issued.

4. An option has been added to allow continue to play when the
   scenario has ended. The side controlling the objective gets
   the end-game bonus each time this option is chosen, even
   though the game continues.

5. When firing artillery, the valid enemy targets only will be
   visible during the firing phase. Valid targets must be in
   range. Additionally,if the line of sight option is ON, they
   must also be in line of sight. All visible enemy units will
   reappear after firing.

6. Any unit may check for visible enemy units within line of
   sight from that location by typing 'V' (for 'VIEW'). This
   helps you scout where to set up you artillery.

7. A screen blank function has been added, activated by "Ctrl-B".
   The game screen will be replaced by a blank screen with a C:>
   prompt. To go back to the game type "Ctrl-B".

8. A 'J' (for 'JOIN') option has been added to allow a unit to
   check for other units it might combine with, given the current
   stack limit. All units which the unit in question could join
   will be displayed (if any), while all other friendly units
   will temporarily be blanked out.

9. A new terrain type, "Plowed Field", is available, to simulate
   the corn fields and wheatfields so common in Civil War
   battles. The movement effect is the same as for woods; the
   combat effect is the same as for villages.

10. Enemy move logic has been improved to (a) make better use of
    roads and open terrain when not near areas of combat and (b)
    to move artillery more aggressively.

11. A bug has been fixed with the 'W' (wait) command to keep it
    from un-entrenching units when the command is switched off.

12. If limber option is set ON, all artillery unit types will no
    longer retreat unless they are limbered. This means
    unlimbered artillery units simply have to take the punishment
    while they are under attack.

13. Enemy logic has been improved for General units, to make them
    less prone to rush to the front line. In addition, enemy
    Generals can now issue the iNspire order to rally their
    troops.

14. Graphics have been added to display while the enemy is moving
    or when side changes occur when playing both sides. These use
    the YANK.EGA and REB.EGA icons.

15. A "T" (for Terrain) command has been added to show the
    terrain without units. This toggles the units off, then
    replaces visible units after you have viewed the terrain.

16. Artillery rate of fire can be adjusted in the PARAMETERS menu
    from 1 (very slow) to 5 (very fast). This setting applies to
    all artillery pieces in the battle. Default setting is 3
    (moderate).

17. The .CIV scenario files are now compacted slightly by using
    only the first character of the unit type instead of spelling
    it out entirely for each unit in the file. This is
    automatically handled in loading and saving files and "old"
    style files will be converted. This will reduce disk space
    required for a typical file by about about 5%.

18. The editor has been modified to allow you to edit unit
    strength, morale, or leadership to get EXACTLY the value you
    want instead of having to repeatedly experiment. The numeric
    keypad is used in this way:


                             increases
                             value by 10
                                 |
                        +-----+--|--+-----+
         sets value  ----> 7  |  8  |  9 <----- increases
         at MAXIMUM     |Home |     |PgUp |     value by 100
                        |     |     |     |
                        +-----+-----+-----+
         decreases   ----> 4  |  5  |  6 <----- increases
         value by 1     |     |     |     |     value by 1
                        |     |     |     |
                        +-----+-----+-----+
         sets value  ----> 1  |  2  |  3 <----- decreases
         at MINIMUM     |End  |     |PgDn |     value by 100
                        |     |     |     |
                        +-----+--|--+-----+
                                 |
                            decreases
                            value by 10


****************************************************************************
   Changes to CIVILWAR BATTLESET version 2.21         6/93
****************************************************************************

1. A menu option has been added to allow you to toggle between
   the game and the scenario editor directly without going
   through the DOS screen.

2. A new line of sight option has been added, which when active
   restricts artillery units to fire only at enemy units not
   blocked by obstructing terrain features. Line of sight is
   considered by tracing an approximate straight line path from
   the firing unit to the enemy (while keeping to the map hexes).
   Line of sight is traced until an obstruction is encountered.
   If there are no obstructions, the line of sight is reported as
   clear. Otherwise, the artillery unit cannot see the enemy and
   is prohibited from firing at that target.

     Trees, villages, hills and mountains are considered
     obstructions. Army units are NOT considered as obstructions.

     A firing unit on a hill may see over ONE obstructed hex with
     a forest or village (but not any additional obstructed
     hexes). A firing unit on a hill cannot see over a hill or
     mountain.

     A firing unit on a mountain may see over TWO obstructed
     forest or village hexes. A firing unit on a mountain can see
     over ONE hill, but never over another mountain.

   The line of sight option can be toggled on or off as desired
   in the game parameter menu.

   because gunboats will generally have a more unobstructed view,
   they have an increased line of sight ability vs. land based
   artillery.

3. An "artillery capture" option has been added to allow some
   portion of an artillery unit that is about to be eliminated to
   be captured instead. This will happen only if there is an
   unused unit number for the new artillery unit that will be
   formed. To capture an eliminated battery, the victorious unit
   must advance into its hex on the turn it is eliminated.

4. The option has been added to allow up to 5 different saved
   games, named $AVE1.CIV through $AVE5.CIV. These are accessed
   through a new menu that appears when saving or when attempting
   to load a file with the '$AVE' prefix.

5. A new 'EMPLACED GUN' unit type has been added to allow for
   fixed, fortified gun positions. These are treated as very
   heavy rifled artillery for the purpose of range and damage.
   For a given artillery unit strength, EMPLACED GUNS will do
   more damage than any other artillery type. They fire at a
   slightly slower rate than other rifled cannons, however.
   EMPLACED GUNS can not retreat or otherwise move. They can be
   captured if the 'artillery capture' option is activated.

6. High scores are now saved by side (Union and Confederate) for
   each scenario completed. A special "victory" screen announces
   this and updates the high scores. The high scores are
   maintained in a separate file named "MAXSKORS", which is
   automatically created the first time you play the game.

7. A record is maintained of games played and scores achieved by
   player name in a separate file named "GENERALZ", which is
   automatically created the first time the game is played.

8. Friendly units that are "under orders" are now indicated on
   the map as units without a contrasting color border. For
   instance, Union units normally have a white border, but Union
   units currently under orders do not have the border.

9. When the "move to" order is issued, the destination is now
   indicated by a line connecting the unit with its intended
   target.

10.Documentation of each scenario is now available on-line as you
   play the game, through the "Game Options" menu. Select
   "Briefing" from this menu to get a description of the
   scenario.