User manual GAMES PC STRATEGIC COMMAND-EUROPEAN THEATRE

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[. . . ] STRATEGIC COMMAND EUROPEAN THEATER USER MANUAL © Fury Software 2001- 2002 CONTENTS I. OVERVIEW Introduction. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 3 Game Basics. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 3 II. REFERENCE General Unit Characteristics. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 6 Land Units. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 6 Air Units. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 8 Naval Units. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 9 Military Production. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 11 Research And Development. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 12 Politics. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 16 Unit Formulas. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 17 III. GETTING STARTED Playing A New Game. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 21 Loading A Saved Game. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 21 Options. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 22 Choosing Your Side. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 23 Hotkeys. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 23 IV. [. . . ] This percentage increases to 75% during winter occupation months · · · 22 · War In Siberia ­ This option assumes that the USSR is currently fighting a war in Siberia with Japan and will eliminate the historical transfer of Siberian divisions to the defence of Moscow. Scorched Earth ­ Any city or resource captured by the Axis within the USSR will be destroyed by fleeing Soviet forces and results in an immediate value and operational strength of 0 · POLITICS · · · · USA ­ Set this country to play random, neutral or historical. USSR ­ Set this country to play as random or neutral Italy ­ Set this country to play as either random, neutral, or historical. Historical entry would be on June 10, 1940 Axis/Allied Minor ­ All other historical Axis or Allied minor countries can play as either random, neutral, or historical. CHOOSING YOUR SIDE When playing against the computer, you will have the option to choose to play as either the Axis or Allied side. There are also options to select playing difficulty as well as a computer experience bonus that will be awarded to all opponent units. · Difficulty ­This setting is used to affect internal percentages such as US and USSR interest into the war, number of Soviet troops that are transferred from Siberia, Free French creation percentages, Allied tracking of Axis surface raiders in the North Atlantic and Mediterranean during FoW, plundering amounts and initial Soviet income upon it's entry into the war. Experience Bonus ­ This setting adjusts the experience bonus given to all opponent units. This includes existing units on the map at the beginning of a campaign as well as all subsequently purchased units by the AI. · HOTKEYS · N ­ Select the next active unit that has not yet moved 23 · · · · · · · · · · G ­ Toggle the hex grid on or off H ­ Temporarily hide all units on the map !, , , ­ Scroll map left, right, up or down Cntrl-D ­ Done Cntrl-P ­ Purchase Units Cntrl-R ­ Research Cntrl-W ­ War Map Cntrl-O ­ Options Cntrl-S ­ Save Cntrl-Q - Quit 24 IV. GAME PLAY TURN BREAKDOWN Calculation Phase I · Determine resource operational efficiency · Calculate unit supply · Determine unit entrenchment · Calculate unit action points · Determine fog of war Turn Phase (No Specific Order) · Orders ­ Move, Attack, Reinforcement etc · Politics ­ Declare War · Production ­ Purchase Units · Investment ­ Research and Development Calculation Phase II · Test for liberated countries · Test for country surrender · Test for historical dates and random joins · Test for partisan activity · Test for research and development (current side only) · Calculate military production points (MPP) MOVING UNITS Any unit that has not been moved is considered active and will be displayed on the map with its lower section flashing. This applies to all land, air, and naval units and indicates that they can be moved within the limit of their action point radius. Special movement rules such as operational movements also apply and will be further explained in the sections below. LAND MOVEMENT Land unit movement is divided into three main areas: regular movement, operational movement, and naval transport. 25 REGULAR MOVEMENT Whenever an active land unit has been selected with a left mouse click, its full movement range is highlighted on the map as shown below. Then depending upon the current mouse position, the upper left hand corner of the screen will display the total movement cost including all associated terrain penalties as well as an additional action point penalty if attempting to move through two or more adjacent enemy units. OPERATIONAL MOVEMENT An operational movement for land units consists of rapid transfers via rail or other land transport from a unit's current position to any valid city or fortification. Valid destinations include only those from which an unbroken path of friendly land hexes can be followed from the selected unit to final destination. Thus, land units cannot be operationally moved over water and not while trapped somewhere behind enemy lines. Other restrictions include sufficient MPP to pay for the operational movement (10% of unit's current production cost), the unit's supply value must be >= 5, and the destination city or fortification must have an operational efficiency of >= 50% as well. 26 In order to operationally move a land unit you must right click on the unit and select Operate from the drop down menu. Left clicking on any one of the highlighted destination hexes will complete the movement. NAVAL TRANSPORT Naval transport consists of loading a land unit onto a transport in order to move across a body of water. In general, all land units can be transported except rocket detachments and the cost of transport is 10% of a unit's current production cost. In order to transport a land unit, the unit must be still be active and located adjacent a friendly port with an operational efficiency >= 50%. Then by right clicking on the unit and selecting Transport from the drop down menu, the land unit will be replaced by a transport icon either directly on top of the port hex or right next to it. This step can then be repeated until all water hexes adjacent the friendly port have been filled up. The transported unit can then be immediately moved to within the limit of its action point radius. [. . . ] You can also use any aftermarket CD Cleaning kit or cleaning system to do the above. VIDEO ISSUES Problem: The game seems to run at a very low refresh rate causing my monitor to whine or flicker more than I am used to. Cause/Solution: Initially SC was designed to run at the highest refresh rate possible at a resolution of 1024x768 on your system, but it was found that some computers were inaccurately reporting what refresh rates were properly supported at this resolution. This most often occurred with systems that did not have a proper monitor driver installed and were using the Windows default monitor driver. In this case, higher than supported refresh rates were reported supported by the video card that the monitor could not handle resulting in blacked out screens and most often in undesirable rebooting. [. . . ]

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